[code]Too many unique verts, max = 65536 (map has too much brush geometry)[/code]
This error is crashing the compile. However, the map information provided above doesn't match this error very well. Check for any intersecting, complicated, or unoptimized geometry.
[QUOTE=Terrenteller;17709748][code]Too many unique verts, max = 65536 (map has too much brush geometry)[/code]
This error is crashing the compile. However, the map information provided above doesn't match this error very well. Check for any intersecting, complicated, or unoptimized geometry.[/QUOTE]
It's quite a large map, so editting some brushwork and then compile would take loads of time.
I should be able to find the invalid brushwork by compiling only parts of the map using cordon bounds, until I run in the part that crashes?
You don't need to run VVis or VRad, just VBsp which should take a matter of seconds.
Just look for the highlighted error.
I've been debugging my map, and I've gathered some interesting results using the cordon bounds tool. Doesn't appear to be any brushwork at play.
Look at this:
[img]http://www.mr-green.nl/clavus/test.jpg[/img]
This is my entire map wrapped in the cordon bounds, excluding the skybox. This does not produce the error when compiling.
[img]http://www.mr-green.nl/clavus/test_faulty.jpg[/img]
This is STILL my entire map wrapped in the cordon bounds, excluding the skybox, but just a larger area. Nothing actually changed compared to the previous picture, no new brushes are within the bounds. Yet this does produce the error during compile!
My theory would be that the area within my map is too big. But how would that produce that error?
[editline]09:04PM[/editline]
Well I just fixed the unique verts error by decreasing the empty areas around the main brushwork. The entire area compiles (including skybox brush) within cordon bounds.
If I turn the cordon bounds off, it produces the error again since it apparently takes the 3D skybox area into consideration too :argh:
Wait what? So your skybox is a big box around the map? 'cause I see some brushes around the map outside the cordon bounds, is that the skybox or the 3D skybox?
Managed to sufficiently cut away the empty areas for the map to compile without cordon bounds. Now going to test HDR compile.
[QUOTE=CoLD_IcE;17711220]Wait what? So your skybox is a big box around the map? 'cause I see some brushes around the map outside the cordon bounds, is that the skybox or the 3D skybox?[/QUOTE]
The red box are the cordon bounds. The box around that is just the excess of the ground and water brush.
I know the red box is cordon bounds, I asked about the white lines going outside the cordon bounds.
Oh fuck this, Vrad still crashes during compile, although the unique verts error doesn't show up.
[QUOTE=CoLD_IcE;17711287]I know the red box is cordon bounds, I asked about the white lines going outside the cordon bounds.[/QUOTE]
Water and ground brush. They get cut by the cordon bounds in the 3D view and during compile.
Hmmm, you shouldn't be worried about the map being to large, unless it takes up all brush/faces memory, which it clearly does not...
Are you sure things are optimized correctly? With func_detail, hints, areaportals, no unnecessary names on lights, stuff like that?
[QUOTE=CoLD_IcE;17711418]Hmmm, you shouldn't be worried about the map being to large, unless it takes up all brush/faces memory, which it clearly does not...
Are you sure things are optimized correctly? With func_detail, hints, areaportals, no unnecessary names on lights, stuff like that?[/QUOTE]
I didn't really bother using hints and areaportals, but I used func_detail all over the place and tracked down any bad areas using the portal file. I just can't find the problem. And why would it only screw up the HDR and not the LDR compile?
[QUOTE=Clavus;17711816]I didn't really bother using hints and areaportals, but I used func_detail all over the place and tracked down any bad areas using the portal file. I just can't find the problem. And why would it only screw up the HDR and not the LDR compile?[/QUOTE]
What compile parameters are you using?
[QUOTE=CoLD_IcE;17711969]What compile parameters are you using?[/QUOTE]
[img]http://www.mr-green.nl/clavus/test_params.jpg[/img]
I don't know what you are hoping for with the -low and -final parameters in the bottom box, the box is for console commands to apply to the game client on running only, you need to use the expert compile tools to make use of -final and -low.
That will cause the compiler to run with -both with is known to cause problems. Go to expert, make a new light execution, press up until it comes below the first light program. In the first program write -ldr in the beginning and delete -both if it is there, in the second one copy the parameters from the first one and replace -ldr with -hdr. That will force the compiler to run both LDR and HDR seperately.
[QUOTE=metallics;17712074]I don't know what you are hoping for with the -low and -final parameters in the bottom box, the box is for console commands to apply to the game client on running only, you need to use the expert compile tools to make use of -final and -low.[/QUOTE]
Gah, didn't know that.
[QUOTE=Clavus;17712150]Gah, didn't know that.[/QUOTE]
Did you do what I told you?
[QUOTE=CoLD_IcE;17712271]Did you do what I told you?[/QUOTE]
Yes. I'm now doing expert compile with 2 light.exe commands, of which the first one has -ldr, and the second one -hdr. No -final right now. Keeping my fingers crossed.
Hope for the best! Compiling like you did before have caused a lot of problems for me, both compiling wise and in-game wise.
[img]http://www.mr-green.nl/clavus/compile1.jpg[/img]
[img]http://www.mr-green.nl/clavus/compile2.jpg[/img]
No change. :/
If you want I'll just PM you the vmf so you can check for yourself. My friend tried to compile it but vrad crashed for him too.
HDR compiling never gave me trouble before. If I create a new map, dump in a skybox and an light environment plus a few brushes, it compiles with HDR.
Hmmm that's pretty unusual, I have no idea what the problem can be now.
Maybe you should try refresh your SDK content or reinstall it or something...
[QUOTE=CoLD_IcE;17712527]Hmmm that's pretty unusual, I have no idea what the problem can be now.
Maybe you should try refresh your SDK content or reinstall it or something...[/QUOTE]
It's obviously a problem relating to the map, so neither of these will help.
What is your lightmap scale optimisation like?
Oh yeah, try to always use a lightmap scale with a power of 2 i.e. 2, 4, 6, 8 etc.
I dunno about 1 though, but it has caused problems for me.
I put the entire map at lightscale 4 for the last compile.
[QUOTE=Clavus;17712672]I put the entire map at lightscale 4 for the last compile.[/QUOTE]
This might be it. Try raising the lightmap scale on faces with even lighting across them, they don't need such a low lightmap scale. 32/64 would be sufficient.
[QUOTE=Clavus;17712672]I put the entire map at lightscale 4 for the last compile.[/QUOTE]
OH MY GOD, the entire map? O.O Well, select the whole map and put everything in a scale of 16 and try again, if it doesn't work. You can always redo it and it will be 4 again.
[editline]08:28PM[/editline]
And do what metallics said.
Second vrad just started without crashing. Problem solved.
*sigh* Now I have to decrease the lightning scale on every uneven surface by hand :/
[QUOTE=Clavus;17713232]Second vrad just started without crashing. Problem solved.
*sigh* Now I have to decrease the lightning scale on every uneven surface by hand :/[/QUOTE]
Yeah, it's better to start with a default scale of 16 and then scale them by hand, low where the light should have good quality and high where it doesn't matter.
Glad it got solved anyway :smile:
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