• Func_detail objects aren't showing up in-game.
    15 replies, posted
I have a really nice map going. Only issue is the compiling. When I compile I get 1 of two errors. A. It compiles fine, but all func_detail objects are gone. Log [CODE]-------------- Start Compile BSP ---------------- VBSP Started, Please Wait! VBSP: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2" Valve Software - vbsp.exe (Sep 15 2011) 2 threads materialPath: c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\materials Loading C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\gameinfo.txt 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.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) (188740 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 153 texinfos to 115 Reduced 25 texdatas to 24 (511 bytes to 469) Writing C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp 1 second elapsed Compile Complete for this module. VBSP Completed: Wednesday, April 25, 2012, 9:17:27 AM VBSP: Compile time: 1 second elapsed -------------- Start Compile VVIS ---------------- VVIS Started, Please Wait! VVIS: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2" Valve Software - vvis.exe (Sep 15 2011) 2 threads reading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp reading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.prt 463 portalclusters 1417 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (90) Optimized: 1137 visible clusters (0.00%) Total clusters visible: 132983 Average clusters visible: 287 Building PAS... Average clusters audible: 462 visdatasize:56749 compressed from 59264 writing c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp 1 minute, 30 seconds elapsed Compile Complete for this module. VVIS Completed: Wednesday, April 25, 2012, 9:18:58 AM VVIS: Compile time: 1 minute, 30 seconds elapsed -------------- Start Compile VRAD ---------------- VRAD Started, Please Wait! VRAD: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vrad.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp Setting up ray-trace acceleration structure... Done (0.22 seconds) 5268 faces 2705002 square feet [389520384.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 5268 patches before subdivision 351444 patches after subdivision 311 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (205) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (107) transfers 85343640, max 1407 transfer lists: 651.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(3202418, 3206825, 3213624) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(728962, 735339, 736923) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(162943, 166350, 167755) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(36824, 37838, 38278) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(8444, 8740, 8876) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1929, 2009, 2047) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(446, 467, 478) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(103, 109, 111) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(24, 25, 26) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(6, 6, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.2927 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13) FinalLightFace Done 0 of 308 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 12/1024 576/49152 ( 1.2%) brushes 488/8192 5856/98304 ( 6.0%) brushsides 4314/65536 34512/524288 ( 6.6%) planes 3394/65536 67880/1310720 ( 5.2%) vertexes 6653/65536 79836/786432 (10.2%) nodes 1875/65536 60000/2097152 ( 2.9%) texinfos 115/12288 8280/884736 ( 0.9%) texdata 24/2048 768/65536 ( 1.2%) 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 5268/65536 295008/3670016 ( 8.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1655/65536 92680/3670016 ( 2.5%) leaves 1888/65536 60416/2097152 ( 2.9%) leaffaces 7254/65536 14508/131072 (11.1%) leafbrushes 1069/65536 2138/131072 ( 1.6%) areas 2/256 16/2048 ( 0.8%) surfedges 30254/512000 121016/2048000 ( 5.9%) edges 15959/256000 63836/1024000 ( 6.2%) LDR worldlights 311/8192 27368/720896 ( 3.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 270/32768 2700/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4350/65536 8700/131072 ( 6.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 9217592/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 56749/16777216 ( 0.3%) entdata [variable] 7586/393216 ( 1.9%) LDR ambient table 1888/65536 7552/262144 ( 2.9%) HDR ambient table 1888/65536 7552/262144 ( 2.9%) LDR leaf ambient 8878/65536 248584/1835008 (13.5%) HDR leaf ambient 1888/65536 52864/1835008 ( 2.9%) 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] 173707/0 ( 0.0%) physics [variable] 188740/4194304 ( 4.5%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 13172 Writing c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp 5 minutes, 54 seconds elapsed Compile Complete for this module. VRAD Completed: Wednesday, April 25, 2012, 9:24:54 AM VRAD: Compile time: 5 minutes, 54 seconds elapsed One Line Summary: 4/25/2012 9:24:55 AM, demeter2.vmf, HALF-LIFE 2, normal , normal, normal, 00:00:02, 00:01:31, 00:05:56, 00:07:30 History.csv was updated. Compile Summary - job mode: FULL Map Name: demeter2.vmf VBSP - mode:normal , 1 second, 00:00:02 elapsed VVIS - mode:normal, 1 minute, 30 seconds, 00:01:31 elapsed VRAD - mode:normal, 5 minutes, 54 seconds(LDR), n/a(HDR), 00:05:56 elapsed Total Compile time: 00:07:30[/CODE] B. It crashes at vrad with error. LOG [CODE]-------------- Start Compile BSP ---------------- VBSP Started, Please Wait! VBSP: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2" Valve Software - vbsp.exe (Sep 15 2011) 2 threads materialPath: c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\materials Loading C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\gameinfo.txt 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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 140 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.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) (676148 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 217 texinfos to 171 Reduced 26 texdatas to 25 (538 bytes to 496) Writing C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp 3 seconds elapsed Compile Complete for this module. VBSP Completed: Wednesday, April 25, 2012, 9:02:49 AM VBSP: Compile time: 3 seconds elapsed -------------- Start Compile VVIS ---------------- VVIS Started, Please Wait! VVIS: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2" Valve Software - vvis.exe (Sep 15 2011) 2 threads reading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp reading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.prt 494 portalclusters 1517 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (116) Optimized: 1278 visible clusters (0.00%) Total clusters visible: 152006 Average clusters visible: 307 Building PAS... Average clusters audible: 493 visdatasize:64453 compressed from 63232 writing c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp 1 minute, 56 seconds elapsed Compile Complete for this module. VVIS Completed: Wednesday, April 25, 2012, 9:04:47 AM VVIS: Compile time: 1 minute, 56 seconds elapsed -------------- Start Compile VRAD ---------------- VRAD Started, Please Wait! VRAD: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vrad.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp Setting up ray-trace acceleration structure... Done (2.00 seconds) 11424 faces 2932212 square feet [422238528.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] Stack overflow in neighbors Compile Complete for this module. VRAD Completed: Wednesday, April 25, 2012, 9:04:49 AM Abnormal Exit in VRAD ParseLog caught! Catch: in vrad_finish![/CODE] Using VBCT It's a strange error and I'm not sure why it happens. I have had many errors before with this map. My lightmaps are really small. 8 scale. could that be an issue? I have had memory problems in the past with this map. Help?
What props are you trying to render with prop_detail?
[QUOTE=IronPhoenix;35710590]What props are you trying to render with prop_detail?[/QUOTE] I have no props at all. Entirely brush based.
God...sorry...being blind today :)
This is such a random problem. I NEED HELP! it's for a contest, so I need to get this squared away quickly. D:
Tried running it through the vanilla compile programs?
[QUOTE=Azzator;35711324]Tried running it through the vanilla compile programs?[/QUOTE] Yes I had the same results. If anyone needs the vmf I'd be happy to give it, just keep it hush, hush [editline]25th April 2012[/editline] Bump Crap, ANYONE have ANY idea of what I should do? :suicide: I need HELP
is r_drawfuncdetail set to 1?
[QUOTE=Firegod522;35713034]is r_drawfuncdetail set to 1?[/QUOTE] Yes, but what I'm worrying about is this [CODE]Stack overflow in neighbors[/CODE]
Can you send it over, via PM and I'll take a look?
I could also take a look at it if you send me the vmf
I suspect this is a problem when it comes to your curves. [t]http://dl.dropbox.com/u/3779442/Screenshots/Youre_doing_it_wrong.png[/t] You may not have carved, but you are wasting faces, and when you do that on all of those curves, and func_detail them, you keep the faces that are touching. [t]http://optimization.interlopers.net/optimization/carve.PNG[/t] You should line your brushes up such as in this picture: [t]http://i.imgur.com/lcdj2.jpg[/t] The "correct?" section is correct.
:D using my picture haha.
[QUOTE=Firegod522;35714481]I suspect this is a problem when it comes to your curves. [t]http://dl.dropbox.com/u/3779442/Screenshots/Youre_doing_it_wrong.png[/t] You may not have carved, but you are wasting faces, and when you do that on all of those curves, and func_detail them, you keep the faces that are touching. [t]http://optimization.interlopers.net/optimization/carve.PNG[/t] You should line your brushes up such as in this picture: [t]http://i.imgur.com/lcdj2.jpg[/t] The "correct?" section is correct.[/QUOTE] That's not exactly the problem though, My problem is compiling. I realized that when looking over the curves, so I cut them out then compiled. Still got the issue.
I have been having a similar compiling issue for quite some time, and have yet to find anything stating a solution so far. (Sorry if this is old enough to be considered a bump.)
I had this error a few days ago and I found out that a staircase was the culprit. I just rebuilt it and the error was gone. There was also a member on another forum who had the exact same problem and solved it in the same manner so it's worth a shot. Hope you get this sorted out.
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