It's great to see this is still being updated, thanks for your hard work making this.
@The_HAVOK Using 2.1 on GMod, for some reason VRAD doesn't want to work. Using 2.0 again and it works perfectly.
is it stopping at "Setting up ray-trace acceleration structure..."?
No, here's an excerpt of the log:
HCC VVIS Done, 6 seconds elapsed
(HCC) Valve Software - vrad.exe SSE (Oct 2 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading [mappath].bsp
[etc]
I have a request, is it possible for you to add support for vbsp to compile from vmm files? Fix vbsp not using worldspawn settings from the top level map in.. please and thank you.
Hey, will you post your compile tools on your github, if facepunch goes down?
They already are on his github here.
Damn, how have I not come across these before? Borderline life changing. Been battling the ent limit for so long now. I'm also super excited to finally be able to use detailprops to their full potential and that static-dynamic prop thing is just the icing on this cake of tools here. I love you long time!!!!! @The_HAVOK
Couple questions.
Why bother changing the displacement limit up such a small amount from the 2032 or whatever it was before? I assume Garry's Mod wont let you go higher than 2048?
What did you do to brushsides limit? I still get it at the same amount as before. Not that it matters much cause the vert limit is still very much the same.
I also still hit the vertex / brushside limits
It would be great if they could be raised
Im using CompilePal with custom parameter, but it stops at "Setting up ray-trace acceleration structure", and my map looks like after fast compile. Any ideas?
That step usually takes quite some time for me when compiling huge maps (gm_fork).
Use VRAD from the 2.0 version, since VRAD 2.1 sometimes fails completely. Here's the link. Just replace the VRAD exe and the DLL file but keep everything else from 2.1
Because the displacement limit (at least on the dev branch) for Garry's Mod has been increased to 4500, is there a chance we could see MAX_MAP_DISPINFO increased soon? Would be nice to take advantage of the new limit.
Just pushed an update increasing displacements to 4500 according to the December 20 GMod patch notes. I might have also fixed VRad being weird.
I ran a test compile on Day of Infamy's bastogne map and compiled fine @
Solids: 7799
Face: 46543
PointEntites: 5430
SolidEntites: 513
Props: 3862
Disp: 2195
Can't test the map yet since the updates not out though.
Release 2.11
Still doing God's work, or an even higher entity than God. I can't stress how your work changed the face of GMod mapping and related games.
Is there anyone who has problem with bspzip? Idk but after replacement my packing does not work. I'll try one more time on original files.
"Reading BSP...
Initializing pak file...
Something broke:
System.IO.EndOfStreamException: Nie można odczytać danych spoza końca strumienia.
w System.IO.BinaryReader.FillBuffer(Int32 numBytes)
w System.IO.BinaryReader.ReadInt32()
w CompilePalX.Compilers.BSPPack.AssetUtils.findMdlMaterials(String path, List`1 skins)
w CompilePalX.Compilers.BSPPack.PakFile.AddModel(String internalPath, List`1 skins)
w CompilePalX.Compilers.BSPPack.PakFile..ctor(BSP bsp, List`1 sourceDirectories)
w CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context)" - That's error from compilepal.
BSPZIP and CompilePal have nothing to do with Havok's compilers.
By the way Havok, you were credited on each of my latest ports.
Quick update on that doi map, I did get it to load after i switched my GMod to the dev channel and it looked how I was expecting it to look so the last version 2.11 I posted should check out alright, do let me know if vrad is being retarded still though.
I am currently whipping up a "little" map with 1024 power 4 displacements ( the generator im using exports power 4 only and crashes when I export 4096 displacements and stitching it together in 1024 part chunks doesn't work too well )
however technically 1024 power 4 displacements should be equivalent to 4096 so ill see how this goes.
https://i.imgur.com/2D3XzAx.png
Good to know haha. Thanks for upping the limit!
Sorry to report that VRAD 2.11 still doesn't work, I have to keep using VRAD 2.0. No errors or anything once again.
Are you using it in Source 2013MP?
I suppose not, I'm compiling with Garry's Mod.
you should be replacing the compiler files in Source 2013MP, I haven't tested them in any other environment really.
my current map development setup is using SFM for Hammer since its easier to manage and has some newer features, I would say it crashes more often however, and I cram all the content and crap into 2013MP for compiling so I don't clutter up my GMod.
By any means maybe you still have version before October 2018 update (the one which has increased limits). I know that they wont work on gmod, but still, they are heavy need for me right now.
Would be really nice if you post the old version.
It's somewhere in the thread, go back a few pages. The link still works.
Yeah. Found it, but no luck. Something went horribly wrong with my map save. For some reason, it says that every possible brush\point entity are leaking, and even when I turn all of the off its just says "leaked" without any specifications. And lim shows leak outside the map. ffs
Yea I don't have any older versions, anything that is on github is what I've got. I didn't start keeping track of updates until 2.1
If you want I can try to take a look at what is wrong with your vmf.
Well I've found a bit older save, without some bugfixes I made in the last version and more or less fixed everything again.
In the end it seems like my last VMT was just corrupted. Your compilers didnt do anything bad to vmt, it just become broken for some reason.
Someone has brought to my attention that my original hammer sprinkle script thread had a dead link so im going to re post a new one in here, take a look at the master post for a little description and DL link.
Just wondering if you are gonna update your compiler once the new gmod update drops which has increased brush limit etc? so maybe have then we would have a increased brushside limit and a increased brush limit if they aren't already increasing the brushside limit.
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