me again,
so all your answers were helpful but it just doesnt quite cut the cream.
my map takes ages to compile or it isnt even doing it. i dont get why?
i cant paste the log because if i click it it crashes.
even if i dont, compiling process makes it to about 1...2...3. *not responding*
the map is literally just a big open space! it doesnt have a skybox anymore, its been reverted back to a time before
it started to have trouble compiling yet it still has trouble compiling. what the hell hammer!?
i try to use func_viscluster but the tutorials i have found arent very detailed and im not sure if i am doing it right.
where the .vmf file is you'll find the compile log there, maybe upload te vmf for us to look at :)
[QUOTE=taz0;48187432]where the .vmf file is you'll find the compile log there, maybe upload te vmf for us to look at :)[/QUOTE]
oooo! didnt know it saved a txt there. thanks.
so heres the log:
[QUOTE]
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\machineattack.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\machineattack.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.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_08*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (308155 bytes)
Error! prop_static using model "models/props_c17/lockers001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lockers001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 94 texinfos to 61
Reduced 16 texdatas to 15 (398 bytes to 353)
Writing C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\machineattack.bsp
0 seconds elapsed
8 threads
reading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\machineattack.bsp
reading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\machineattack.prt
1503 portalclusters
3424 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5[/QUOTE]
theres not much info in the log but have a look at [url]https://www.youtube.com/watch?v=TzUBDMuVQmA[/url] for using func_visclusters, aslo you are using the wrong entity type for a model models/props_c17/lockers001a.mdl", which must be used on a dynamic entity (i.e. prop_physics) and when doing displacements use power of 3
[quote]WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.[/quote]
Fix this, use power 3 instead.
I know you can use Hint/AreaPortal for some compiling and while playing optimisation.
Use func_detail too ! (A lot ! Everything wich is not a floor/wall !)
Ihope it can help you !
[editline]13th July 2015[/editline]
Oh, and also , on Windows, when a program does not respond , it doesn't mean that he crashed, but more that it's loading ! (I swear , so while compiling, just move away from your computer during hours, while you sleep ! )
:)
so you guys are saying that it IS compiling but its just taking a very long time?
thanks for the help guys.
[editline]13th July 2015[/editline]
[QUOTE=Snapster;48187827]Fix this, use power 3 instead.[/QUOTE]
wait back up dude youre talking to a newfag.
whats this power 4 and how can i change it to 3?
[url]https://developer.valvesoftware.com/wiki/Displacements[/url] read Basic displacement creation part
ya see, the thing with viscluster is that its just a big flat open space now. how can i possibly viscluster it if the player can see everything from any point of the map?
func_viscluster cuts down compile time, if you read this [url]https://developer.valvesoftware.com/wiki/Visibility_optimization#Draw_distance[/url] then when yourr in the map objects only become visable at a certain distance
edit
can you post a 3d view screen shot top down :)
so here is the birds eye view
[IMG]https://pbs.twimg.com/media/CJynnDdWcAAGIzb.png:large[/IMG]
btw the map finally compiled. it took 1 hour and 41 minutes x.x
managed to complete the water temple in zelda while i waited
that draw distance thing looks like it might just do the job. will take a look, thanks!
do your func_visclusters like this [t]http://i.imgur.com/lQZlUxX.jpg[/t] what i did in red then all the emtpy space don't get calc'd in the compile make sure the solid func_viscluster brushes are about 4 units apart and don't clip into displacements or buildings also take it right to the top of the sky
func_viscluster just pre-does visibility. It doesn't actually merge the visleaves. The issue you have is vbsp is generating too many visleaves in close proximity which causes it to crash. Try func_detailing things, especially that tube where the func_viscluster is.
I WANT YOUR BABIES!!!!!
[editline]13th July 2015[/editline]
[QUOTE=taz0;48193307]do your func_visclusters like this [t]http://i.imgur.com/lQZlUxX.jpg[/t] what i did in red then all the emtpy space don't get calc'd in the compile make sure the solid func_viscluster brushes are about 4 units apart and don't clip into displacements or buildings also take it right to the top of the sky[/QUOTE]
that did the job dude!!!!!!! thanks! now i can get on with my map and not worry about the compile times now that i understand visclusters! :dance:
Happy for you . Some maps make 4hours to compil :p
wait..so visclusters is like a "tool" to manualy"put" (or cut) VisCluster ? :)
I'm french btw :)
[QUOTE=- Tear -;48198026]Happy for you . Some maps make 4hours to compil :p
wait..so visclusters is like a "tool" to manualy"put" (or cut) VisCluster ? :)
I'm french btw :)[/QUOTE]
no when vvis is doing its work it works out if faces of brushes can see each other, what func_viscluster does is just tell vvis that yes they can so it don't do all that work there fore cutting down the time to compile, you still need to optimise your map func_viscluster offers no opitimisation
Ok . Thanks for the advice . So vvis will only works where vis clusters are ? :)
no vvis will do vis calculations work on the whole map but when it comes to the func_viscluster "FV" will do a calculation that the two brushes or group of brushes near the FV can see each other taking less time to compile :)
Oh right , thank you for this ! :)
If you want things to compile faster, move vrad down to fast.
[QUOTE=Gabezilla97;48204441]If you want things to compile faster, move vrad down to fast.[/QUOTE]
I'm highly against this. In most cases it's better to do the full thing as on fast your lighting will be fairly different. And if you're testing new things it's better to just compile without vis or rad at all.
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