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need help ASAP

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I need help with compiling my map.
the first two stages are quick, but the last takes 6 hours! X(
here's the compile log.

Quote:
** Executing...
** Command: "c:program filessteamsteamappskizzycocoasourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappskizzycocoaportalportal" "C:Program FilesSteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection"

Valve Software - vbsp.exe (Mar 5 2009)
2 threads
materialPath: c:program filessteamsteamappskizzycocoaportalportalmaterials
Loading C:Program FilesSteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (7)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (12)
writing C:Program FilesSteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (3) (1933472 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2195 texinfos to 1139
Reduced 28 texdatas to 19 (933 bytes to 478)
Writing C:Program FilesSteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection.bsp
57 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappskizzycocoasourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappskizzycocoaportalportal" -fast "C:Program FilesSteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection"

Valve Software - vvis.exe (Mar 5 2009)
fastvis = true
2 threads
reading c:program filessteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection.bsp
reading c:program filessteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection.prt
6503 portalclusters
20238 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (105)
Optimized: 2588705 visible clusters (0.00%)
Total clusters visible: 22410663
Average clusters visible: 3446
Building PAS...
Average clusters audible: 6489
visdatasize:8836009 compressed from 10612896
writing c:program filessteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection.bsp
2 minutes, 3 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappskizzycocoasourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappskizzycocoaportalportal" -noextra "C:Program FilesSteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection"

Valve Software - vrad.exe SSE (Mar 5 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection.bsp
Setting up ray-trace acceleration structure... Done (27.56 seconds)
26258 faces
2 degenerate faces
2275380 square feet [327654848.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
26256 patches before subdivision
310694 patches after subdivision
6507 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3283)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1715)
transfers 114329874, max 2325
transfer lists: 872.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #1 added RGB(1026513, 1285973, 1326771)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #2 added RGB(292191, 351534, 351455)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #3 added RGB(93205, 107035, 103350)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #4 added RGB(30787, 33627, 31336)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #5 added RGB(10352, 10732, 9645)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #6 added RGB(3514, 3450, 2990)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #7 added RGB(1200, 1115, 932)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #8 added RGB(412, 361, 291)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #9 added RGB(141, 117, 91)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #10 added RGB(49, 38, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #11 added RGB(17, 12, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #12 added RGB(6, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #13 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<14.1057 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (100)
FinalLightFace Done
4942 of 5889 (83% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19380)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 64/1024 3072/49152 ( 6.3%)
brushes 5221/8192 62652/98304 (63.7%)
brushsides 44502/65536 356016/524288 (67.9%)
planes 6534/65536 130680/1310720 (10.0%)
vertexes 45869/65536 550428/786432 (70.0%)
nodes 14703/65536 470496/2097152 (22.4%)
texinfos 1139/12288 82008/884736 ( 9.3%)
texdata 19/2048 608/65536 ( 0.9%)
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 26258/65536 1470448/3670016 (40.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 15033/65536 841848/3670016 (22.9%)
leaves 14768/65536 472576/2097152 (22.5%)
leaffaces 33258/65536 66516/131072 (50.7%)
leafbrushes 19552/65536 39104/131072 (29.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 186210/512000 744840/2048000 (36.4%)
edges 115102/256000 460408/1024000 (45.0%)
LDR worldlights 6507/8192 572616/720896 (79.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2667/32768 26670/327680 ( 8.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 41967/65536 83934/131072 (64.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 19083380/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8836009/16777216 (52.7%)
entdata [variable] 289895/393216 (73.7%)
LDR ambient table 14768/65536 59072/262144 (22.5%)
HDR ambient table 14768/65536 59072/262144 (22.5%)
LDR leaf ambient 49770/65536 1393560/1835008 (75.9%)
HDR leaf ambient 14768/65536 413504/1835008 (22.5%)
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] 1/36938 ( 0.0%)
pakfile [variable] 214407/0 ( 0.0%)
physics [variable] 1933472/4194304 (46.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 73684
Writing c:program filessteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection.bsp
6 hours, 49 minutes, 57 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappskizzycocoasourcesdk_contentportalmapsrcintersection.bsp" "c:program filessteamsteamappskizzycocoaportalportalmapsintersection.bsp"

** Executing...
** Command: c:program filessteamsteam.exe
** Parameters: -applaunch 400 -game "c:program filessteamsteamappskizzycocoaportalportal" +map "intersection"

anyone know how I can cut down the time? :|

looking at it, it's vrad that's the problem X( anyone know what that particularly does?

Try disabling vrad. (in "Normal" version press "no" under RAD)

I don't know if it's the vrad but i was told that i should disable something making the map take years to compile which didn't do i big difference.

EDIT:
I just looked and it was VIS. I don't know what vrad does but try anyway. (and backup the VMF just in case. You never know)

pestchamber wrote:
Try disabling vrad. (in "Normal" version press "no" under RAD)

I don't know if it's the vrad but i was told that i should disable something making the map take years to compile which didn't do i big difference.

EDIT:
I just looked and it was VIS. I don't know what vrad does but try anyway. (and backup the VMF just in case. You never know)

ok, I'll try that.
however, it's compiling right now X( it will take about 6 hours X(((((((((

kizzycocoa wrote:
looking at it, it's vrad that's the problem X( anyone know what that particularly does?

Bwhahaha

vrad does the lighting for the map. Rad = radiosity.

Also, 27.56 seconds for setting up ray-trace acceleration structure? Sounds like you have a crappy processor. Also, you didn't even do HDR lighting OR final lightning, oh dear.

Try adding "-fast" onto your vrad options. Also, 6507 direct lights is a lot. Do you have lots of light entities or intricate lighted textures (floor edge lights, block hole lights, etc)?

Remmiz wrote:
Bwhahaha

vrad does the lighting for the map. Rad = radiosity.

Also, 27.56 seconds for setting up ray-trace acceleration structure? Sounds like you have a crappy processor. Also, you didn't even do HDR lighting OR final lightning, oh dear.

Try adding "-fast" onto your vrad options. Also, 6507 direct lights is a lot. Do you have lots of light entities or intricate lighted textures (floor edge lights, block hole lights, etc)?

basically, without ruining it, I have GLaDOS lights (lights from GLaDOS's room) in circular rooms with floors 3x the hight of the observational corridors. I have 2 lights per side (2x8=16 lights a floor).
the overall size of the map is 2x2x2 glados rooms.

kizzycocoa wrote:
basically, without ruining it, I have GLaDOS lights (lights from GLaDOS's room) in circular rooms with floors 3x the hight of the observational corridors. I have 2 lights per side (2x8=16 lights a floor).
the overall size of the map is 2x2x2 glados rooms.

I've read this like 5 times and I really can't understand what you are saying. Sounds like you probably have some bad leaf structure too which requires more computing for leaf ambient.

Remmiz wrote:
I've read this like 5 times and I really can't understand what you are saying. Sounds like you probably have some bad leaf structure too which requires more computing for leaf ambient.

*sigh*
I'll have to ruin it.
you know those lights in GLaDOS's room? next to the walls on the floor?
I have 16 of them per floor (there are 11 floors).
the main structure can be compared to a room twice as big as GLaDOS's room.
and in the centre going from the top of the exceedingly tall room to the bottom is a glass block that has been hollowed to be used as a tube.

also, I'm not good with the technical terms. how do I fix these leaf structures? with a lawnmower or a rake? :/

kizzycocoa wrote:
[...]the main structure can be compared to a room twice as big as GLaDOS's room.
and in the centre going from the top of the exceedingly tall room to the bottom is a glass block that has been hollowed to be used as a tube.[..]

That's your problem right there. Gigantic room + lots of glass = ages of VRAD compile time. The best thing you can do is radically reduce the light-map resolution of all surfaces in that room. (shift + A, select faces, set lightmap scale to 64 or so.)

To get an idea of the scale, in your camera view in Hammer, click on the word "camera" top-left, then select "Lightmap Grid". Each intersection point of those blue grids you see has to be compared with every other one in the whole room (also on the glass tube, inside and out) to figure out how much light it receives.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
HMW wrote:
That's your problem right there. Gigantic room + lots of glass = ages of VRAD compile time. The best thing you can do is radically reduce the light-map resolution of all surfaces in that room. (shift + A, select faces, set lightmap scale to 64 or so.)

To get an idea of the scale, in your camera view in Hammer, click on the word "camera" top-left, then select "Lightmap Grid". Each intersection point of those blue grids you see has to be compared with every other one in the whole room (also on the glass tube, inside and out) to figure out how much light it receives.

I have set them to 64

is this ok?
I made a chair entity visible to show scale.

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