1. Post #4601
    taz0's Avatar
    November 2014
    1,831 Posts
    post your compile log it looks like you might have a leak

  2. Post #4602
    Gold Member
    Kirad's Avatar
    April 2008
    1,266 Posts
    Hey all, I'm fairly new to Source SDK and I'm running into a bit of a hang up while creating a city-type map. According to the compile log, I'm using over 200% 'physics', despite having very few props on the map at all.

    The full compile log is here: https://pastebin.com/2LguxiR4

    and the vmf is here: https://drive.google.com/open?id=0Bw...2MwVmpVYUhVM2c

    Edited:

    Well, I assumed it would primarily be my jank and ugly use of displacements, which largely it was, however even with every displacement removed the physics is still at 40~50%. Am I doing something terribly wrong?

  3. Post #4603
    Moltard's Avatar
    December 2014
    186 Posts
    Hey all, I'm fairly new to Source SDK and I'm running into a bit of a hang up while creating a city-type map. According to the compile log, I'm using over 200% 'physics', despite having very few props on the map at all.
    -pic-
    The full compile log is here: https://pastebin.com/2LguxiR4

    and the vmf is here: https://drive.google.com/open?id=0Bw...2MwVmpVYUhVM2c

    Edited:

    Well, I assumed it would primarily be my jank and ugly use of displacements, which largely it was, however even with every displacement removed the physics is still at 40~50%. Am I doing something terribly wrong?
    Usually, displacement power 4 will increase a lot the physic, so make sure you never use power4 (power2 and 3 are good).
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  4. Post #4604
    Title
    Mrkrabz's Avatar
    August 2009
    529 Posts
    Power of 4 displacements WILL also cause crashes especially in multiplayer servers. Simply changing all of the power of 4 displacements by that road to 3 and sewing them back together put it to this:

    Code:
    physics               [variable]      357648/4194304  ( 8.5%) 
    physics terrain       [variable]      183804/1048576  (17.5%)
    You can take a look at the VMF here if you want.
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  5. Post #4605

    July 2017
    2 Posts
    Hey, Im learning hammer and making my first map. I'm putting lighting in the map, and have a light_environment in my level. However, whenever I compile and run the map, it is stuck on fullbright. I have tried mat_fullbright 0, but it isn't working. I have no leaks. Compile log -
    https://pastebin.com/H3VkiDf2

  6. Post #4606
    Gold Member
    Firegod522's Avatar
    March 2008
    11,673 Posts
    Hey, Im learning hammer and making my first map. I'm putting lighting in the map, and have a light_environment in my level. However, whenever I compile and run the map, it is stuck on fullbright. I have tried mat_fullbright 0, but it isn't working. I have no leaks. Compile log -
    https://pastebin.com/H3VkiDf2

    By any chance do you have a skybox?

    Try making a single light entity near any surface and see what that does.

  7. Post #4607
    TpsTheHunter's Avatar
    November 2014
    245 Posts
    I'm having trouble with a flood map that I'm creating.

    Flood maps require the use of a func_water_analog to make the water rise up and I'm having an issue with it. I have my map already pretty much made and it runs perfectly without func_water_analog.

    However, whenever I implement func_water_analog for my map, the map crashes whenever I load it up into Gmod. I don't know why the map crashes but I have traced it down to func_water_analog since if I remove it and launch the map, the map works perfectly.

    Here's my compile log with func_water_analog implemented: https://pastebin.com/kwD9fWmR

    Couple tidbits:
    - I'm using nature/water_movingplane for the texture of func_water_analog
    - The map is fully sealed w/ no leaks ( and func_water_analog is fully contained inside the map itself and it doesn't leak outside the map )
    - I have a lot of func_brushes implemented in the map since there's a lot of advanced shapes in the map

    Could there be anything that can break the function or something? I tried looking online for any potential problems but I haven't found anything.

    Edit: I found something at line 15 which points to env_cubemap pointing at deleted brushside near (4575, 4143, 1023)

    What would that mean exactly?

  8. Post #4608
    taz0's Avatar
    November 2014
    1,831 Posts
    goto this brush number and delete it Brush 22037, Side 18: duplicate plane

  9. Post #4609
    TpsTheHunter's Avatar
    November 2014
    245 Posts
    goto this brush number and delete it Brush 22037, Side 18: duplicate plane
    Can't believe I didn't see this in the compile log. I went ahead and tried to search for it in the view brush number thingy but it couldn't find the number. Either way, I think I knew what brush it was pointing to and I went ahead and fixed it.

    However, the map is still crashing whenever I try to load it still for some odd reason..

    Here's the new compile log: https://pastebin.com/nTzx3i00

    Also I'm rendering VVIS, VBSP, and VRAD on normal.

    Edit: I don't really see anything alarming in the compile log so I have no idea what's causing the crashes so I'm really stumped.

    Edit 2: The only alarming thing I found in the compile is 1 degenerate faces. Idk if this could be the source of the problem.

  10. Post #4610
    taz0's Avatar
    November 2014
    1,831 Posts
    your level might be under optimised and rendering to much for the engine to handle, try optimising it a lot more
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  11. Post #4611
    TpsTheHunter's Avatar
    November 2014
    245 Posts
    your level might be under optimised and rendering to much for the engine to handle, try optimising it a lot more
    Pretty much all the brushes are func_brush because there's a lot of complex geometry. The map itself is pretty small and there's pretty much nothing left to optimise

    Edit: I'm going to try something and I'll report back to see if it works.

    Edit 2: I cut down the number of brushes used in my map significantly but the crashing still occurs with func_water_analog.

    Edit 3: Also I did set the func_water_analog movement direction upwards so that shouldn't be a problem. Also the move distance is at a 100 so it can't go outside the map.

    Edit 4: I have lost all hope and I can't find the reason why the map keeps crashing when I load it in singleplayer. Here's the latest compile log: https://pastebin.com/9zv11fRv and I'm just so fucking frustrated

  12. Post #4612
    Gold Member
    Exploders's Avatar
    March 2009
    3,034 Posts
    This is probably more of an engine question, but I've recently been looking over some CS:Online2 videos (One of Nexon's clones) I've seen models from the game being ported over to our versions of source, has there been any talk about decompiling, or porting the levels from the game over to Gmod/CSGO as examples? Some of the levels look interesting to me, and I'd love to mess around with them if it's possible.

  13. Post #4613
    Autonomous1's Avatar
    September 2015
    258 Posts
    I'm not able to compile my map at all, not even with a different compiling program. I really need some help because I really don't know what to do, and I would hate it to cancel this map

    Code:
    ** Executing...
    ** Command: "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
    ** Parameters: -game "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.vmf"
    
    Valve Software - vbsp.exe (May 15 2014)
    4 threads
    materialPath: D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
    Loading D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.vmf
    Brush 30307: FloatPlane: bad normal
    Side 0
    Texture: HIGHDEF/MASSEFFECT/OTHER/GROUP02/GLASS01
    
    
    ** Executing...
    ** Command: "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
    ** Parameters: -game "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1"
    
    Valve Software - vvis.exe (May 15 2014)
    4 threads
    reading d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    Error opening d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    
    ** Executing...
    ** Command: "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
    ** Parameters:  -game "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1"
    
    Valve Software - vrad.exe SSE (May 15 2014)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    Error opening d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.bsp" "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.bsp"
    Edited:
    I'm just being stupid, there was a leak.

  14. Post #4614
    TpsTheHunter's Avatar
    November 2014
    245 Posts
    I finally found a solution to my fucking problem

    All I did was take my func_water_analog and cut it into 4 squares and it fucking works.

    For some reason, it seems like hammer does not like big func_water_analogs based on my observation.
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  15. Post #4615
    taz0's Avatar
    November 2014
    1,831 Posts
    snip

    Edited:

    This is probably more of an engine question, but I've recently been looking over some CS:Online2 videos (One of Nexon's clones) I've seen models from the game being ported over to our versions of source, has there been any talk about decompiling, or porting the levels from the game over to Gmod/CSGO as examples? Some of the levels look interesting to me, and I'd love to mess around with them if it's possible.
    i don't think the normal decompilers are compatible with CS:Online2 levels

    Edited:

    I'm not able to compile my map at all, not even with a different compiling program. I really need some help because I really don't know what to do, and I would hate it to cancel this map

    Code:
    ** Executing...
    ** Command: "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
    ** Parameters: -game "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.vmf"
    
    Valve Software - vbsp.exe (May 15 2014)
    4 threads
    materialPath: D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
    Loading D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.vmf
    Brush 30307: FloatPlane: bad normal
    Side 0
    Texture: HIGHDEF/MASSEFFECT/OTHER/GROUP02/GLASS01
    
    
    ** Executing...
    ** Command: "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
    ** Parameters: -game "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1"
    
    Valve Software - vvis.exe (May 15 2014)
    4 threads
    reading d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    Error opening d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    
    ** Executing...
    ** Command: "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
    ** Parameters:  -game "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1"
    
    Valve Software - vrad.exe SSE (May 15 2014)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    Error opening d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.bsp" "D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.bsp"
    Edited:
    I'm just being stupid, there was a leak.
    also remake this brush Brush 30307: FloatPlane: bad normal
    Side 0
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  16. Post #4616
    Autonomous1's Avatar
    September 2015
    258 Posts
    The map is playable so far, but it comes in fullbright. I have a cordon with a skybox texture around the map, there are textures that emit light, so there is obviously lighting. I'm not sure how to fix this, here's the log (from Compile Pal 24X):
    Code:
    Starting a 'Fast' compile.
    Starting compilation of D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.vmf
    Valve Software - vbsp.exe (May 15 2014)
    4 threads
    materialPath: D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
    Loading D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (171)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (133)
    Processing areas...done (0)
    Building Faces...done (5)
    Chop Details...done (5)
    Find Visible Detail Sides...
    Merged 1812 detail faces...done (19)
    Merging details...done (14)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (76)
    writing D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.prt...Building visibility clusters...
    done (14)
    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 (66) (882309 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5837 texinfos to 3482
    Reduced 44 texdatas to 29 (2209 bytes to 1073)
    Writing D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    11 minutes, 38 seconds elapsed
    Valve Software - vvis.exe (May 15 2014)
    fastvis = true
    nosort = true
    4 threads
    reading d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    reading d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.prt
    1940 portalclusters
    6134 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (254)
    Optimized: 303603 visible clusters (14.68%)
    Total clusters visible: 2068018
    Average clusters visible: 1065
    Building PAS...
    Average clusters audible: 1932
    visdatasize:895987  compressed from 962240
    writing d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    4 minutes, 24 seconds elapsed
    Valve Software - vrad.exe SSE (May 15 2014)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    Setting up ray-trace acceleration structure... Done (2.57 seconds)
    8477 faces
    7 degenerate faces
    453364 square feet [65284556.00 square inches]
    1 Displacements
    42 Square Feet [6084.01 Square Inches]
    8470 patches before subdivision
    8470 patches after subdivision
    25 direct lights
    BuildFacelights:     0...1... warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    2...3...4...5...6...7...8...9...10 (5)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (13)
    transfers 1831389, max 2283
    transfer lists:  14.0 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(8576, 13111, 12538)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(4586, 7032, 6367)
    Build Patch/Sample Hash Table(s).....Done<0.0136 sec>
    FinalLightFace:      0SampleRadial: Punting, Waiting for fix
    ...1... warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    2...3...4...5...6...7...8...9...10 (4)
    FinalLightFace Done
    1 of 25 (4% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   1/1024           48/49152    ( 0.1%) 
    brushes               2331/8192        27972/98304    (28.5%) 
    brushsides           21595/65536      172760/524288   (33.0%) 
    planes               11132/65536      222640/1310720  (17.0%) 
    vertexes             15156/65536      181872/786432   (23.1%) 
    nodes                 4434/65536      141888/2097152  ( 6.8%) 
    texinfos              3482/12288      250704/884736   (28.3%) 
    texdata                 29/2048          928/65536    ( 1.4%) 
    dispinfos                1/0             176/0        ( 0.0%) 
    disp_verts              81/0            1620/0        ( 0.0%) 
    disp_tris              128/0             256/0        ( 0.0%) 
    disp_lmsamples         144/0             144/0        ( 0.0%) 
    faces                 8477/65536      474712/3670016  (12.9%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             5410/65536      302960/3670016  ( 8.3%) 
    leaves                4436/65536      141952/2097152  ( 6.8%) 
    leaffaces            10146/65536       20292/131072   (15.5%) 
    leafbrushes           7490/65536       14980/131072   (11.4%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            62896/512000     251584/2048000  (12.3%) 
    edges                37110/256000     148440/1024000  (14.5%) 
    LDR worldlights         25/8192         2200/720896   ( 0.3%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            844/32768        8440/327680   ( 2.6%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         12774/65536       25548/131072   (19.5%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     3201884/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      895987/16777216 ( 5.3%) 
    entdata               [variable]         352/393216   ( 0.1%) 
    LDR ambient table     4436/65536       17744/262144   ( 6.8%) 
    HDR ambient table     4436/65536       17744/262144   ( 6.8%) 
    LDR leaf ambient      9740/65536      272720/1835008  (14.9%) 
    HDR leaf ambient      4436/65536      124208/1835008  ( 6.8%) 
    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]      217237/0        ( 0.0%) 
    physics               [variable]      882309/4194304  (21.0%) 
    physics terrain       [variable]         349/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 23336
    Writing d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    34 seconds elapsed
    D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.bsp -> D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    0 File(s) copied
    Starting compilation of D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.vmf
    Valve Software - vbsp.exe (May 15 2014)
    4 threads
    materialPath: D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
    Loading D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1812 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.prt...Building visibility clusters...
    done (0)
    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 (0) (882309 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5837 texinfos to 3482
    Reduced 44 texdatas to 29 (2209 bytes to 1073)
    Writing D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    3 seconds elapsed
    Valve Software - vvis.exe (May 15 2014)
    fastvis = true
    nosort = true
    4 threads
    reading d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    reading d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.prt
    1940 portalclusters
    6134 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 303603 visible clusters (14.68%)
    Total clusters visible: 2068018
    Average clusters visible: 1065
    Building PAS...
    Average clusters audible: 1932
    visdatasize:895987  compressed from 962240
    writing d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    3 seconds elapsed
    Valve Software - vrad.exe SSE (May 15 2014)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    Setting up ray-trace acceleration structure... Done (1.39 seconds)
    8477 faces
    7 degenerate faces
    453364 square feet [65284556.00 square inches]
    1 Displacements
    42 Square Feet [6084.01 Square Inches]
    8470 patches before subdivision
    8470 patches after subdivision
    25 direct lights
    BuildFacelights:     0...1... warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
    transfers 1831389, max 2283
    transfer lists:  14.0 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(8576, 13111, 12538)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(4586, 7032, 6367)
    Build Patch/Sample Hash Table(s).....Done<0.0131 sec>
    FinalLightFace:      0SampleRadial: Punting, Waiting for fix
    ...1... warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    2...3...4...5...6...7...8...9...10 (3)
    FinalLightFace Done
    1 of 25 (4% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   1/1024           48/49152    ( 0.1%) 
    brushes               2331/8192        27972/98304    (28.5%) 
    brushsides           21595/65536      172760/524288   (33.0%) 
    planes               11132/65536      222640/1310720  (17.0%) 
    vertexes             15156/65536      181872/786432   (23.1%) 
    nodes                 4434/65536      141888/2097152  ( 6.8%) 
    texinfos              3482/12288      250704/884736   (28.3%) 
    texdata                 29/2048          928/65536    ( 1.4%) 
    dispinfos                1/0             176/0        ( 0.0%) 
    disp_verts              81/0            1620/0        ( 0.0%) 
    disp_tris              128/0             256/0        ( 0.0%) 
    disp_lmsamples         144/0             144/0        ( 0.0%) 
    faces                 8477/65536      474712/3670016  (12.9%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             5410/65536      302960/3670016  ( 8.3%) 
    leaves                4436/65536      141952/2097152  ( 6.8%) 
    leaffaces            10146/65536       20292/131072   (15.5%) 
    leafbrushes           7490/65536       14980/131072   (11.4%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            62896/512000     251584/2048000  (12.3%) 
    edges                37110/256000     148440/1024000  (14.5%) 
    LDR worldlights         25/8192         2200/720896   ( 0.3%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            844/32768        8440/327680   ( 2.6%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         12774/65536       25548/131072   (19.5%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     3201884/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      895987/16777216 ( 5.3%) 
    entdata               [variable]         352/393216   ( 0.1%) 
    LDR ambient table     4436/65536       17744/262144   ( 6.8%) 
    HDR ambient table     4436/65536       17744/262144   ( 6.8%) 
    LDR leaf ambient      9740/65536      272720/1835008  (14.9%) 
    HDR leaf ambient      4436/65536      124208/1835008  ( 6.8%) 
    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]      217237/0        ( 0.0%) 
    physics               [variable]      882309/4194304  (21.0%) 
    physics terrain       [variable]         349/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 23336
    Writing d:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    23 seconds elapsed
    D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.bsp -> D:\program files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\rp_msv_washington_revampv1.bsp
    0 File(s) copied
    'Fast' compile finished in 00:20:45

  17. Post #4617
    taz0's Avatar
    November 2014
    1,831 Posts
    this is error you need to fix
    Code:
    warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    some where in the map you have a corrupt brush
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  18. Post #4618
    Autonomous1's Avatar
    September 2015
    258 Posts
    Is there a way for me to find this particular brush?

    Edited:
    I found the corrupt brush: a texture on one of the faces was probably too far stretched out.
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  19. Post #4619
    Gold Member
    Exploders's Avatar
    March 2009
    3,034 Posts
    i don't think the normal decompilers are compatible with CS:Online2 levels
    Yeah, more than likely. Which is why I'm asking if anyones been curious enough to attempt to have the decompilers working for CSO2's engine version.

  20. Post #4620

    July 2017
    2 Posts
    By any chance do you have a skybox?

    Try making a single light entity near any surface and see what that does.
    I don't have a 3d skybox, only the skybox material surrounding the level. I added a single light entity, and the problem remained.

  21. Post #4621
    Gold Member
    Minelayer's Avatar
    July 2010
    3,138 Posts
    Source doesn't like large func_precipitation volumes, it seems. How can I cover a large area with rain without running into issues?

  22. Post #4622
    Gold Member
    Rocketsurgery's Avatar
    April 2011
    362 Posts
    Source doesn't like large func_precipitation volumes, it seems. How can I cover a large area with rain without running into issues?
    gotta make a rain particle effect

  23. Post #4623
    KingPommes's Avatar
    October 2015
    321 Posts
    while looking at the VDC entry for Areaportals I noticed this picture:



    It looks like the Areaportal here is made up of multiple brushes and doesnt actually touch brushes all around. Is this a thing or am I just looking at it wrong ?

  24. Post #4624
    Moltard's Avatar
    December 2014
    186 Posts
    while looking at the VDC entry for Areaportals I noticed this picture:

    --

    It looks like the Areaportal here is made up of multiple brushes and doesnt actually touch brushes all around. Is this a thing or am I just looking at it wrong ?
    it might just be 3 (or 4) different areaportal around the building. so they probably dont leak

  25. Post #4625
    KingPommes's Avatar
    October 2015
    321 Posts
    it might just be 3 (or 4) different areaportal around the building. so they probably dont leak
    so if I make a box from areaportals it will work ? i thought they only work when the are inside a hole in a wall.

  26. Post #4626
    Grenade Man's Avatar
    October 2009
    1,090 Posts
    Thats not how area portals work at all. They have to seal an area. This area can be defined exclusively by area portals or in combination with world brushes.

    The mistake people often make is they place an area portal for every window etc. This is bad for performance reasons, but the engine fixes this by automatically merging all area portals on the same plane

    Edited:

    Also don't always trust valve maps. They sometimes did some stuff that can be considered pretty stupid
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  27. Post #4627
    KingPommes's Avatar
    October 2015
    321 Posts
    Thats not how area portals work at all. They have to seal an area. This area can be defined exclusively by area portals or in combination with world brushes.

    The mistake people often make is they place an area portal for every window etc. This is bad for performance reasons, but the engine fixes this by automatically merging all area portals on the same plane

    Edited:

    Also don't always trust valve maps. They sometimes did some stuff that can be considered pretty stupid
    Yes I know that. That's why I was so confused by that image

  28. Post #4628
    Humin's Avatar
    March 2014
    1,021 Posts

    Ok, so, I know this is a texture compression problem because I've heard of it before in this thread, but I'm wondering if I could fix it by compressing one texture in the same way as the other one.

    1: How would I tell what kind of compression it uses.
    2: Would it be as easy to fix as using VTFEdit or do I need to do something more?

  29. Post #4629
    Agameofscones's Avatar
    August 2013
    541 Posts
    Source doesn't like large func_precipitation volumes, it seems. How can I cover a large area with rain without running into issues?
    Cut your precipitation volumes into equal squares if you don't want to make a particle. But you should follow Rocketsurgery's advice, a particle probably would be smarter.

  30. Post #4630
    Gold Member
    Firegod522's Avatar
    March 2008
    11,673 Posts
    Make a new material for the bottom one, I just called it plasterwall017c_fix

    Code:
    "LightmappedGeneric"
    {
    	"$basetexture" "Plaster/plasterwall017c"
    	"$surfaceprop"  "plaster"
    	"$detail" "detail\plaster_detail_01"
    	"$detailscale" "6.783"
    	"$detailblendfactor" .8
    	"$detailblendmode" "0"
    
    	"%keywords" "c17downtown"
    }
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  31. Post #4631

    July 2016
    22 Posts

    trying to use $envmap to make a second skybox in a map but it shows up as missing textures. console says "Error reading material data" for the texture.

  32. Post #4632
    Gold Member
    Firegod522's Avatar
    March 2008
    11,673 Posts
    I dont think you can use $envmap as a skybox texture. Probably try making a 3d skybox with the textures mapped to a brush near the skybox faces. and utilize the 2d sky texture to differentiate the two skies.

  33. Post #4633
    Grenade Man's Avatar
    October 2009
    1,090 Posts
    trying to use $envmap to make a second skybox in a map but it shows up as missing textures. console says "Error reading material data" for the texture.
    Well not a surprise. The envmap command doesn't accept a skybox texture setup. You need to use a cubemap vtf texture for that. Those can be captured as normal and then extracted from the .bsp file

  34. Post #4634

    July 2016
    22 Posts
    Well not a surprise. The envmap command doesn't accept a skybox texture setup. You need to use a cubemap vtf texture for that. Those can be captured as normal and then extracted from the .bsp file
    I made a custom cubemap texture by following the tutorial on the VDC $envmap page.

  35. Post #4635
    Grenade Man's Avatar
    October 2009
    1,090 Posts
    Then you obviously did something wrong while making the texture.

    Edited:

    You need to post more info if you want people to be able to help you

  36. Post #4636
    Niblic's Avatar
    October 2010
    218 Posts
    relevant :


    i encountered the same problem as you and i solved it by using VTEX to convert the skybox images into an envmap instead of VTFedit. try that and see if it works

    also something else ... you need two extra envmaps that are the skybox envmap you want to use but with one mirrored and the other rotated upside down. trying to use just the normal envmap for all 6 faces of your skybox will result in it looking fucked. i think its because cubemaps are supposed to look like reflections so they automatically reverse/flip the texture depending on the reflective face's orientation but idk just a guess ..................................

  37. Post #4637

    July 2016
    22 Posts
    I actually found out I had VTFEdit version 1.2.7 instead of 1.3.3 so I installed that and it works now

  38. Post #4638
    Triage's Avatar
    May 2013
    241 Posts


    Are my stairs shitty? If so anybody got any tips??

  39. Post #4639
    taz0's Avatar
    November 2014
    1,831 Posts
    stairs should be 12x8 hu per step you can use the steps dev texture to work things out

  40. Post #4640
    KingPommes's Avatar
    October 2015
    321 Posts
    Im using multiple "filter_activator_class" that disallow certain entity types (prop_physics, func_door etc).
    How would I go about adding multiple filters to one trigger_multiple ?

    thanks :)


    Edited:

    ok its filter_multi.