need help ASAP

Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
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 files\steam\steamapps\kizzycocoa\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\kizzycocoa\portal\portal" "C:\Program Files\Steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection"

Valve Software - vbsp.exe (Mar 5 2009)
2 threads
materialPath: c:\program files\steam\steamapps\kizzycocoa\portal\portal\materials
Loading C:\Program Files\Steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection.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 Files\Steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection.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 Files\Steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection.bsp
57 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\kizzycocoa\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\kizzycocoa\portal\portal" -fast "C:\Program Files\Steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection"

Valve Software - vvis.exe (Mar 5 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection.bsp
reading c:\program files\steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection.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 files\steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection.bsp
2 minutes, 3 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\kizzycocoa\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\kizzycocoa\portal\portal" -noextra "C:\Program Files\Steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection"

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 files\steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection.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 files\steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection.bsp
6 hours, 49 minutes, 57 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\kizzycocoa\sourcesdk_content\portal\mapsrc\intersection.bsp" "c:\program files\steam\steamapps\kizzycocoa\portal\portal\maps\intersection.bsp"

** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 400 -game "c:\program files\steam\steamapps\kizzycocoa\portal\portal" +map "intersection"

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

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Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
Replied 2 minutes later
looking at it, it's vrad that's the problem X( anyone know what that particularly does?
Avatar
pestchamber
614 Posts
Posted Apr 17, 2009
Replied 53 minutes later
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)

Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
Replied 19 minutes later

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(((((((((

Avatar
Remmiz
631 Posts
Posted Apr 17, 2009
Replied 4 hours later

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)?

Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
Replied 3 minutes later

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.

Avatar
Remmiz
631 Posts
Posted Apr 17, 2009
Replied 6 minutes later

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.

Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
Replied 25 minutes later

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? :/

Avatar
HMW
806 Posts
Posted Apr 17, 2009
Replied 36 minutes later

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.

Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
Replied 23 minutes later

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.

Avatar
HMW
806 Posts
Posted Apr 17, 2009
Replied 56 minutes later

kizzycocoa wrote:
[...]I made a chair entity visible to show scale.

Lol, by scale I meant "get a sense of how much number-crunching is going on", not scale as in how big the room is.

Setting the light-maps to 64 should help though. (If you get weird shadows in some places, you might want to turn the number back down again in those places.)

Good luck with your map pack. I'm looking forward to playing it.

Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
Replied 10 minutes later

HMW wrote:
Lol, by scale I meant "get a sense of how much number-crunching is going on", not scale as in how big the room is.

Setting the light-maps to 64 should help though. (If you get weird shadows in some places, you might want to turn the number back down again in those places.)

Good luck with your map pack. I'm looking forward to playing it.

so, that's ok? :3

and you look forward to playing my map? XD
coming from someone who made such an amazing map (manic mechanic), I'm amazed O.o

Avatar
Mek
459 Posts
Posted Apr 17, 2009
Replied 20 minutes later
Make every brush you don't neccessarily need to cast a shadow a func_detail. Reduces compilation time A LOT.
Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
Replied 4 minutes later

Mek wrote:
Make every brush you don't neccessarily need to cast a shadow a func_detail. Reduces compilation time A LOT.

ok, I'm sort of new to technical terms. I've been using my own "dictionary" with source and don't quite know what everything is XD
a brush is a block, right? like the walls etc?.
I know, unproffessional to not know, but I will know what it is, only by a different name X3

Avatar
Remmiz
631 Posts
Posted Apr 17, 2009
Replied 1 minute later

Detail brushes create shadows. They don't block VIS, however and simplifing VIS can create less work for RAD.

http://developer.valvesoftware.com/wiki/Func_detail

Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
Replied 43 minutes later

Remmiz wrote:
Detail brushes create shadows. They don't block VIS, however and simplifing VIS can create less work for RAD.

http://developer.valvesoftware.com/wiki/Func_detail

.....
now, I'm confused :/

Avatar
Remmiz
631 Posts
Posted Apr 17, 2009
Replied 31 minutes later

kizzycocoa wrote:
I have set them to 64

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

CARVE USER, KILL IT WITH FIRE

Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
Replied 29 minutes later

Remmiz wrote:
CARVE USER, KILL IT WITH FIRE

carve?
I did hollow on the tube, and for the giant room, I used hollow........

Avatar
kizzycocoa
975 Posts
Posted Apr 17, 2009
Replied 1 minute later

kizzycocoa wrote:
carve?
I did hollow on the tube, and for the giant room, never carve...

well, actually, I did once, but it was for my first map :3

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Avatar
Remmiz
631 Posts
Posted Apr 17, 2009
Replied 8 minutes later

kizzycocoa wrote:
well, actually, I did once, but it was for my first map :3

Look at those giant ugly-ass triangles forming around the large central cylinder. That means carve.