Help me Options
shignog
#1 Posted: : Saturday, December 23, 2006 11:24:01 PM
Rank: Polio Power!

Groups: {pDs} Member, WDFNews.com Official Mapper

Joined: 5/9/2006
Posts: 590
Points: 327

OK i complied my map and then tired to run it in, hl2 dm and would not run, but i do got the spawn placse for combine and rebel. There was some stuff messed up bad and im not sure why, heres there complie log.


** Executing...
** Command: "c:\program files\valve\steam\steamapps\\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\\half-life 2 deathmatch\hl2mp" "C:\Documents and Settings\Shawn\My Documents\exreact here\CTF_Age_Of_Kings_b1"

Valve Software - vbsp.exe (Aug  4 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\\half-life 2 deathmatch\hl2mp\materials
Loading C:\
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 240 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\material "skybox/sky_day01rt" not found
Can't load skybox file skybox/sky_day01 to build the default cubemap!
No such variable "$hdrbasetexture" for material "___error"
Can't load skybox file skybox/sky_day01 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 (1) (635904 bytes)
Error! prop_static using model "models/props_junk/shovel01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/shovel01a.mdl"!
Error! To use model "models/effects/combineball.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/effects/combineball.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1884 texinfos to 1225
Reduced 83 texdatas to 60 (3139 bytes to 2062)
Writing C9 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\

reading c:\

2969 portalclusters
9467 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (29)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (20484)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 20515 visible clusters (0.00%)
Total clusters visible: 2180344
Average clusters visible: 734
Building PAS...
Average clusters audible: 2479
visdatasize:1617387  compressed from 2232688
writing c:\
5 hours, 41 minutes, 54 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\\sourcesdk\bin\vrad.exe"
** Parameters:  -game "c:\program files\valve\"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\
12192 faces
7 degenerate faces
3061644 square feet [440876800.00 square inches]
0 displacements
0 square feet [0.00 square inches]
12185 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
288465 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (748)
transfers 72132937, max 2030
transfer lists: 550.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (9)
 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<1.8267 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   3/1024          144/49152    ( 0.3%)
brushes               1896/8192        22752/98304    (23.1%)
brushsides           16535/65536      132280/524288   (25.2%)
planes               14748/65536      294960/1310720  (22.5%)
vertexes             23312/65536      279744/786432   (35.6%)
nodes                 5950/65536      190400/2097152  ( 9.1%)
texinfos              1225/12288       88200/884736   (10.0%)
texdata                 60/2048         1920/65536    ( 2.9%)
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                12192/65536      682752/3670016  (18.6%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             6039/65536      338184/3670016  ( 9.2%)
leaves                5954/65536      190528/2097152  ( 9.1%)
leaffaces            13738/65536       27476/131072   (21.0%)
leafbrushes           4707/65536        9414/131072   ( 7.2%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            86321/512000     345284/2048000  (16.9%)
edges                48440/256000     193760/1024000  (18.9%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips           1790/32768       17900/327680   ( 5.5%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         35217/65536       70434/131072   (53.7%)
cubemapsamples          31/1024          496/16384    ( 3.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    11040552/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1617387/16777216 ( 9.6%)
entdata               [variable]        5741/393216   ( 1.5%)
LDR leaf ambient      5954/65536      142896/1572864  ( 9.1%)
HDR leaf ambient         0/65536           0/1572864  ( 0.0%)
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]           1/3416     ( 0.0%)
pakfile               [variable]       12945/0        ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics               [variable]      635904/4194304  (15.2%)
==== Total Win32 BSP file data space used: 16342071 bytes ====

Total triangle count: 37678
Writing c:\
13 minutes, 7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Shawn\My Documents\exreact here\CTF_Age_Of_Kings_b1.bsp" "c:\program files\valve\steam\steamapps\\half-life 2 deathmatch\hl2mp\maps\CTF_Age_Of_Kings_b1.bsp"

can someone plz help me?

WDF?: I found a hot girl
WDF?: Who lets me
WDF?: Drink
WDF?: Smoke
WDF?: And play video games
WDF?: ALL DAY
shignog: and in the back door?
WDF?: She's back door compatible
WDF?: And it comes enabled by default

WDF?: I need to teach sirus a lesson
WDF?: Oh wait
WDF?: That's called gay
shignog: if there is a girl there its bi
WDF?: lol
WDF?: ok
shignog: so its not so gay
WDF?: Good enough


{pDs} Aww
#2 Posted: : Sunday, December 24, 2006 2:20:49 AM
Rank: You're gonna stick that where?

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper

Joined: 5/9/2006
Posts: 469
Points: 12
Location: Stupid Town

I ran your map through interlopers and this is what I found

Cluster portals saw into portal:

Description:
(I think) vbsp.exe has made a concave leaf (or in other ways invalid) that can see into itself. I've also heard about this being caused by overlapping brushes or brushes that are off-grid (thuss causing offgrid visleafs). Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too.

Solution:
The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview glview to find it.

Zero area child patch

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.

Also double check the placement of your spawn points they may be in the ground and therefore they will not work.

Hope this helps.

shignog
#3 Posted: : Sunday, December 24, 2006 3:18:35 AM
Rank: Polio Power!

Groups: {pDs} Member, WDFNews.com Official Mapper

Joined: 5/9/2006
Posts: 590
Points: 327

I ran the map after it was done compiling, and there were some things that had a purple tint to it, what would cause that you think? what would cause an invaild brush?

 

WDF?: I found a hot girl
WDF?: Who lets me
WDF?: Drink
WDF?: Smoke
WDF?: And play video games
WDF?: ALL DAY
shignog: and in the back door?
WDF?: She's back door compatible
WDF?: And it comes enabled by default

WDF?: I need to teach sirus a lesson
WDF?: Oh wait
WDF?: That's called gay
shignog: if there is a girl there its bi
WDF?: lol
WDF?: ok
shignog: so its not so gay
WDF?: Good enough


[WTF?]Dr_Bones
#4 Posted: : Sunday, December 24, 2006 6:53:36 AM
Rank: Advanced Member


Groups: WDFNews.com Official Mapper

Joined: 10/9/2006
Posts: 71
Points: 0
{pDs} Aww wrote:

I ran your map through interlopers and this is what I found

Cluster portals saw into portal:

Description:
(I think) vbsp.exe has made a concave leaf (or in other ways invalid) that can see into itself. I've also heard about this being caused by overlapping brushes or brushes that are off-grid (thuss causing offgrid visleafs). Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too.

Solution:
The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview glview to find it.

Zero area child patch

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.

Also double check the placement of your spawn points they may be in the ground and therefore they will not work.

Hope this helps.

Cluster portals is not a good thing at all. The most I've ever had is 2 in a compile and I fixed them by the cordon tools to track them down. func_detail has nothing to do with it, in fact it would help. If you have two or more brushes overlapping (more so if they are complex, carved, made hollow) it will do this. If you make any detail brushes be it normal or complex and they have to overlap a normal brush, make them a func_detail and they don't get used when the map get's cut up by bsp or vis. But remember, func_brushes do not count as a brush for vis so they it can not be used to block off area's for vis. I'm also guessing your zero area child patch is linked to these cluster portals. Its fine to have 1 or two in a compile and leave them, but you have a lot. You will have to find and fix your brushes making the cluster portal errors if you want a clean map.

 

[WTF?]Dr_Bones
Professional 3D Level Designer, Draco Studios
Dr_Bones Crypt

shignog
#5 Posted: : Sunday, December 24, 2006 3:09:48 PM
Rank: Polio Power!

Groups: {pDs} Member, WDFNews.com Official Mapper

Joined: 5/9/2006
Posts: 590
Points: 327

Ok so how do igo about finding and fixing the over lapping that is going on?

 

WDF?: I found a hot girl
WDF?: Who lets me
WDF?: Drink
WDF?: Smoke
WDF?: And play video games
WDF?: ALL DAY
shignog: and in the back door?
WDF?: She's back door compatible
WDF?: And it comes enabled by default

WDF?: I need to teach sirus a lesson
WDF?: Oh wait
WDF?: That's called gay
shignog: if there is a girl there its bi
WDF?: lol
WDF?: ok
shignog: so its not so gay
WDF?: Good enough


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