Affichage des articles dont le libellé est portal flow. Afficher tous les articles
Affichage des articles dont le libellé est portal flow. Afficher tous les articles

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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