• Project - Dead Rising1 Mall
    168 replies, posted
[QUOTE=pac0master;34105461]Well the must of time i do compile now it freeze my computer and crash .. so i cant realy give the log But i found i website that tell me what is the problem when i paste my log in a box [url]http://www.interlopers.net/errors/[/url] One time it said there was an hole in the map that show the void so ive made a huge Skybox around the mall ( cube with hollow) so it cant have hole anymore and now The map just wont compile ... I did a fast compile and it worked fine ... then i make a normal and crash .. idk why [editline]8th January 2012[/editline] I mean a Fonc_detail[/QUOTE] 1: We know what Interlopers is 2: Hollowing a skybox cube is a terrible idea, don't do it. The skybox is meant to be tight. 3: Do you mean func_detail?
Welcome to VBCT Session Date: 8 janvier 2012, 00:12:53 VBCT Version: 1.0t Engine detected from registry: EP2 Game name read from GameInfo.txt file: Garry's Mod appid read from GameInfo.txt file: 4000 Available EP1 Source Engine 2006 Games: Half-Life 2: Deathmatch Available EP2 Source Engine 2007 Games: Available EP2/Orangebox Source Engine MP Games: Team Fortress 2 Counter-Strike: Source Available EP2 Source Engine 2009 Games: Half-Life 2 Half-Life 2: Episode One Half-Life 2: Episode Two Portal Garry's Mod Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder! Steam will likely prevent it from compiling there. Move your VMF to somewhere else like C:\mapsrc Invalid Map location: C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content\hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf Map File Selected: C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content\hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf There is no Custom Profile to load: C:\Users\Francis\AppData\Local\Temp\Rar$EX00.002\gm_deadRising-EntrancePlaza-A3.pro Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder! Steam will likely prevent it from compiling there. Move your VMF to somewhere else like C:\mapsrc Invalid Map location: C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content\hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf Full Compile Selected! Compile Start Time: 8 janvier 2012, 00:13:26 -------------- Start Compile BSP ---------------- VBSP Started, Please Wait! VBSP: c:\program files (x86)\steam\steamapps\pac0master\sourcesdk\bin\source2009\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\pac0master\half-life 2\hl2" "C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content\hl2\mapsrc\gm_deadRising-EntrancePlaza-A3" Valve Software - vbsp.exe (Sep 15 2011) 2 threads materialPath: c:\program files (x86)\steam\steamapps\pac0master\half-life 2\hl2\materials Loading C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content\hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\pac0master\half-life 2\hl2\gameinfo.txt Patching WVT material: maps/gm_deadrising-entranceplaza-a3/dev/dev_blendmeasure (2)_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 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 10 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content\hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.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) (230397 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 824 texinfos to 508 Reduced 29 texdatas to 26 (630 bytes to 565) Writing C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content\hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.bsp 2 seconds elapsed Compile Complete for this module. VBSP Completed: 8 janvier 2012, 00:13:30 VBSP: Compile time: 2 seconds elapsed -------------- Start Compile VVIS ---------------- VVIS Started, Please Wait! VVIS: c:\program files (x86)\steam\steamapps\pac0master\sourcesdk\bin\source2009\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\pac0master\half-life 2\hl2" "C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content\hl2\mapsrc\gm_deadRising-EntrancePlaza-A3" Valve Software - vvis.exe (Sep 15 2011) 2 threads reading c:\program files (x86)\steam\steamapps\pac0master\sourcesdk_content\hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.bsp reading c:\program files (x86)\steam\steamapps\pac0master\sourcesdk_content\hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.prt 1629 portalclusters 5828 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3) PortalFlow: 0...1...2...3...4 <---- It take me 10 min to reach the 4 and slowdown on every dot [editline]8th January 2012[/editline] sry i mean func_detail
"Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder! Steam will likely prevent it from compiling there. Move your VMF to somewhere else like C:\mapsrc Invalid Map location: C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf" There is your problem.
i seen that alots of time but it worked fine :/ how can i fix that ? btw im reaching the 6 on PortalFlow PortalFlow: 0...1...2...3...4...5... This is taking a while :/
move everything related to your map in the hl2 game directory instead
[QUOTE=J!m;34105712]"Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder! Steam will likely prevent it from compiling there. Move your VMF to somewhere else like C:\mapsrc Invalid Map location: C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf" There is your problem.[/QUOTE] [QUOTE=J!m;34105768]move everything related to your map in the hl2 game directory instead[/QUOTE] Why would that be an invalid map loaction? That is where it belongs. I compile my maps from there always. [QUOTE=pac0master;34105745]i seen that alots of time but it worked fine :/ how can i fix that ? btw im reaching the 6 on PortalFlow PortalFlow: 0...1...2...3...4...5... This is taking a while :/[/QUOTE] You need to optimize your map. [url]optimization.interlopers.net[/url] [url]http://www.facepunch.com/threads/1151317[/url]
hmm optimize ... gonna check it out
[QUOTE=Firegod522;34105818]Why would that be an invalid map location? That is where it belongs. I compile my maps from there always. [/QUOTE] I have it in my games folder just because i have experienced the same thing. and it solved my problems.
About hollowing out skyboxes, I know it's bad to put in a map, but, in early stages, I honestly don't see why not, because, well, it's easy to just expand when you make your map bigger, but in NO way should a hollow cube be a skybox for a finished map. Also, one time, I actually did a tight skybox, and kept having leak problems with it, is there a specific way the skybox cube has to be?
i dont know thats why im using this hollow cube :P i'll make a proper skybox later
[QUOTE=paulisdead18;34106135]About hollowing out skyboxes, I know it's bad to put in a map, but, in early stages, I honestly don't see why not, because, well, it's easy to just expand when you make your map bigger, but in NO way should a hollow cube be a skybox for a finished map. Also, one time, I actually did a tight skybox, and kept having leak problems with it, is there a specific way the skybox cube has to be?[/QUOTE] I used to do the hollow skybox thing for early stages, but cordon tools are significantly easier. Also OP, you're doing pretty well.
There we go! my map is finaly Compiled I need to find how to optimize it Can you check out the Map and tell me some Tip plz I dont care if someone stole it from me im just posting this for having fun :P and getting better on hammer [img]http://img692.imageshack.us/img692/7223/hammer2012010801345086.png[/img] [img]http://img440.imageshack.us/img440/8441/hammer2012010801350742.png[/img] [img]http://img225.imageshack.us/img225/5180/hammer2012010801354762.png[/img] [img]http://img202.imageshack.us/img202/6268/hammer2012010801361555.png[/img] [img]http://img12.imageshack.us/img12/4696/hammer2012010801363804.png[/img] Compile Summary - job mode: FULL Map Name: gm_deadRising-EntrancePlaza-A3.vmf VBSP - mode:normal , 2 seconds, 00:00:03 elapsed VVIS - mode:normal, 1 hour, 12 minutes, 4 seconds, 01:12:19 elapsed VRAD - mode:normal, 53 seconds(LDR), n/a(HDR), 00:00:54 elapsed Total Compile time: 01:13:17 This was long :O [editline]8th January 2012[/editline] [QUOTE=DemonDog;34106563] Also OP, you're doing pretty well.[/QUOTE] Thanks
Stop thinking of skyboxes as cubes. The only reason you should do that is when a large portion of your map's surfaces are displacements. You shouldn't have a huge hollowed box, you should have individual brushes with the skybox texture placed wherever you want to see sky. [editline]8th January 2012[/editline] Your optimization is awful. Use the nodraw texture on surfaces that the player won't be able to see.
Select all your columns and func_detail them, and the skylight
oh ok :P thx for the tips
[QUOTE=TCB;34106709]Stop thinking of skyboxes as cubes. The only reason you should do that is when a large portion of your map's surfaces are displacements. You shouldn't have a huge hollowed box, you should have individual brushes with the skybox texture placed wherever you want to see sky. [editline]8th January 2012[/editline] [b]Your optimization is awful. Use the nodraw texture on surfaces that the player won't be able to see.[/b][/QUOTE] This does not decrease compile time or have any benefit to performance. Faces with the nodraw texture are still culled by VBSP, so it still takes the same amount of time to compile.
[QUOTE=Legend286;34108415]This does not... have any benefit to performance.[/QUOTE] I know it doesn't decrease compile time, but it does help performance.
[QUOTE=TCB;34108858]I know it doesn't decrease compile time, but it does help performance.[/QUOTE] It doesn't, at all. The faces you're nodrawing get removed anyway, and the ones that don't (for example the top of buildings) are backface culled regardless. So you're just wasting your time nodrawing stuff for performance sake. It's a personal preference.
[QUOTE=Legend286;34109195]It doesn't, at all. The faces you're nodrawing get removed anyway, and the ones that don't (for example the top of buildings) are backface culled regardless. So you're just wasting your time nodrawing stuff for performance sake. It's a personal preference.[/QUOTE] Only entire faces that back onto the void or are obscured by a brush get removed. Faces within the playable area, but are not visible to the player are not removed. So walls the player cannot see and the tops of roofs should be nodrawed.
[QUOTE=Firegod522;34094067][url=http://www.facepunch.com/threads/961675]Have fun.[/url] Source is old, valve only update it with stuff they need. If you are going to compare UDK to source take it else where. This section is for Garry's Mod which is a Source mod. Clearly, we cannot use UDK maps in it. Further more, UDK is not a brush based engine, you can use nothing but meshes. Source requires brushes to even play on it properly. In which case, you cannot export only a model to source, and play on it and expect it to look the same as it did in another engine.[/QUOTE] I don't really like either engine, I was just using it real quick because I wanted to walk around Willamette on foot, that is all.
[QUOTE=IronPhoenix;34109350]Only entire faces that back onto the void or are obscured by a brush get removed. Faces within the playable area, but are not visible to the player are not removed. So walls the player cannot see and the tops of roofs should be nodrawed.[/QUOTE] They are backface-culled, so there's no point in nodrawing. I like how people senselessly try to argue about something they have no idea about.
[QUOTE=Legend286;34109539]They are backface-culled, so there's no point in nodrawing. I like how people senselessly try to argue about something they have no idea about.[/QUOTE] What is the point of drawing the top of a roof if you can't see it?
[QUOTE=IronPhoenix;34109573]What is the point of drawing the top of a roof if you can't see it?[/QUOTE] That's the point of backface culling, it's not being drawn regardless... [img]http://cloud.steampowered.com/ugc/651002022701652278/FCB000735A9F792ACAF537836F91BB6C931F3571/[/img] [img]http://cloud.steampowered.com/ugc/651002022701650966/E9C9B218661F8CBC86E67EF01DDFC308E1D81975/[/img]
Pulled from the vdc [quote]Nodraw surfaces tools\toolsnodraw If a player cannot see a brush face without cheating or being a spectator, it's a good idea to apply the special nodraw material to it. Nodraw removes the entire face when the map is compiled without affecting visibility, which reduces both rendering time and, since no lightmap needs to be calculated, map filesize. You do not need to apply nodraw to faces that are touching the void (i.e. outside the map) or to brush faces touching other brush faces tied to the same entity (the world being one big entity of its own). See Brush#In-game. [/quote]
[QUOTE=IronPhoenix;34109626]Pulled from the vdc[/QUOTE] So you save lightmap memory, big deal. Most savvy mappers would just set the scale to something stupidly high anyway. The point is that nodrawing is still just a personal preference, and the benefits of doing so heavily rely on the geometry of the level. Even so, you're only going to save a few lightmap texels because backface culling means there's no performance loss from the extra faces you can't see. I'm sure if Nodraw actually did increase performance on anything but the lowest possible spec, Valve wouldn't have left most of their maps textured in places that are never visible.
I just make the entire map in nodraw then texture it from there. Even if it doesn't reduce compile time, it looks much neater.
[QUOTE=NotExactly;34109675]I just make the entire map in nodraw then texture it from there. Even if it doesn't reduce compile time, it looks much neater.[/QUOTE] I do the same, but generally ping-pong between nodraw and the reflectivity textures. It's a personal preference, and it does make it easier to see what's going on inside of hammer.
Remember that even valve made some dubious decisions when mapping their levels. They did tend to cut corners...or miss that bloody floating cliff.
[QUOTE=IronPhoenix;34109719]Remember that even valve made some dubious decisions when mapping their levels. They did tend to cut corners...or miss that bloody floating cliff.[/QUOTE] Well yeah, it's Valve after all.
Got problem with the lighting :/ and this is screwing up the map
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