lundi 13 avril 2015

portal flow

so i have just started a map and I have a problem with portal flow, it gets stuck on like 4 and they freeze the compile log for about 10 seconds until it's done. it's not a huge problem yet but i feel that if i continue its going to take longer and break my map. someone has told me about making things func_detail and I have, my portal file looks fine to me. even worse recently it has been making a copy file and i don't know why, i've done the ALt- P problem too.



here is my compile log:



Executing...

** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"

** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "D:\tf2 map\jb_dingleberry.vmf"



Valve Software - vbsp.exe (Mar 30 2015)

4 threads

materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials

Loading D:\tf2 map\jb_dingleberry.vmf

Warning in .VMT file ($envmaptint): no ']' or '}' found in vector key "$envmaptint".

Did you forget to surround the vector with "s?

ConVarRef mat_reduceparticles doesn't point to an existing ConVar

Patching WVT material: maps/jb_dingleberry/skyppy/bbrickfloorgt_wvt_patch

Patching WVT material: maps/jb_dingleberry/dev/dev_blendmeasure_wvt_patch

Patching WVT material: maps/jb_dingleberry/cp_mountainlab/nature/blendrocktograss002_wvt_patch

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 84 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing D:\tf2 map\jb_dingleberry.prt...Building visibility clusters...

done (0)

*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!

Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!

*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!

Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (0) (361877 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Compacting texture/material tables...

Reduced 1393 texinfos to 763

Reduced 55 texdatas to 45 (1763 bytes to 1342)

Writing D:\tf2 map\jb_dingleberry.bsp

1 second elapsed



** Executing...

** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"

** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "D:\tf2 map\jb_dingleberry"



Valve Software - vvis.exe (Mar 30 2015)

4 threads

reading d:\tf2 map\jb_dingleberry.bsp

reading d:\tf2 map\jb_dingleberry.prt

397 portalclusters

1319 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (12)

Optimized: 646 visible clusters (0.89%)

Total clusters visible: 72643

Average clusters visible: 182

Building PAS...

Average clusters audible: 394

visdatasize:41191 compressed from 44464

writing d:\tf2 map\jb_dingleberry.bsp

12 seconds elapsed



** Executing...

** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"

** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "D:\tf2 map\jb_dingleberry"



Valve Software - vrad.exe SSE (Mar 30 2015)



Valve Radiosity Simulator

4 threads

[Reading texlights from 'lights.rad']

[37 texlights parsed from 'lights.rad']



Loading d:\tf2 map\jb_dingleberry.bsp

Setting up ray-trace acceleration structure... Done (0.18 seconds)

4643 faces

6 degenerate faces

988524 square feet [142347472.00 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

4637 patches before subdivision

zero area child patch

zero area child patch

zero area child patch

zero area child patch

44519 patches after subdivision

0 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)

transfers 4228994, max 651

transfer lists: 32.3 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(0, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0250 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)

FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)

Writing leaf ambient...done

Ready to Finish



Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 432/1024 20736/49152 (42.2%)

brushes 777/8192 9324/98304 ( 9.5%)

brushsides 4910/65536 39280/524288 ( 7.5%)

planes 1642/65536 32840/1310720 ( 2.5%)

vertexes 6636/65536 79632/786432 (10.1%)

nodes 3424/65536 109568/2097152 ( 5.2%)

texinfos 763/12288 54936/884736 ( 6.2%)

texdata 45/2048 1440/65536 ( 2.2%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 4643/65536 260008/3670016 ( 7.1%)

hdr faces 0/65536 0/3670016 ( 0.0%)

origfaces 3794/65536 212464/3670016 ( 5.8%)

leaves 3857/65536 123424/2097152 ( 5.9%)

leaffaces 5113/65536 10226/131072 ( 7.8%)

leafbrushes 1272/65536 2544/131072 ( 1.9%)

areas 2/256 16/2048 ( 0.8%)

surfedges 35774/512000 143096/2048000 ( 7.0%)

edges 19262/256000 77048/1024000 ( 7.5%)

LDR worldlights 0/8192 0/720896 ( 0.0%)

HDR worldlights 0/8192 0/720896 ( 0.0%)

leafwaterdata 0/32768 0/393216 ( 0.0%)

waterstrips 221/32768 2210/327680 ( 0.7%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 4257/65536 8514/131072 ( 6.5%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 1/512 352/180224 ( 0.2%)

LDR lightdata [variable] 3142272/0 ( 0.0%)

HDR lightdata [variable] 0/0 ( 0.0%)

visdata [variable] 41191/16777216 ( 0.2%)

entdata [variable] 230857/393216 (58.7%)

LDR ambient table 3857/65536 15428/262144 ( 5.9%)

HDR ambient table 3857/65536 15428/262144 ( 5.9%)

LDR leaf ambient 3414/65536 95592/1835008 ( 5.2%)

HDR leaf ambient 3857/65536 107996/1835008 ( 5.9%)

occluders 0/0 0/0 ( 0.0%)

occluder polygons 0/0 0/0 ( 0.0%)

occluder vert ind 0/0 0/0 ( 0.0%)

detail props [variable] 1/12 ( 8.3%)

static props [variable] 1/12 ( 8.3%)

pakfile [variable] 3154/0 ( 0.0%)

physics [variable] 361877/4194304 ( 8.6%)

physics terrain [variable] 2/1048576 ( 0.0%)



Level flags = 0



Total triangle count: 11327

Writing d:\tf2 map\jb_dingleberry.bsp

19 seconds elapsed



** Executing...

** Command: Copy File

** Parameters: "D:\tf2 map\jb_dingleberry.bsp" "D:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jb_dingleberry.bsp"





** Executing...

** Command: "D:\Steam\SteamApps\common\Team Fortress 2\hl2.exe"

** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" +map "jb_dingleberry" -steam





vmf: https://www.mediafire.com/?unl83dks9s3a35s

portal flow

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