In short, my sky_camera captures an entire map, redrawing it in the 3D skybox. Already I tried to create several layers of skybox, separate the camera box with areaportal. Here are some screenshots:[IMG]https://pp.vk.me/c604616/v604616161/3bd2/bCAdgqmgMWE.jpg[/IMG]
[IMG]https://pp.vk.me/c604616/v604616161/3bc8/KoF_mTPoDw0.jpg[/IMG]
[IMG]https://pp.vk.me/c604616/v604616161/3bbe/ghjfNigB984.jpg[/IMG]
I hope you can help me with this problem and its solution.
Looks like your map doesn't have any visibility information. Make sure vvis runs (without -fast).
[QUOTE=Jcw87;50979390]Looks like your map doesn't have any visibility information. Make sure vvis runs (without -fast).[/QUOTE]
Here are the parameters of my vvis: "-game $gamedir $path\$file"
Post your full compile log (use [noparse][code][/code] tags[/noparse]).
[code]
** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2"
Valve Software - vbsp.exe (Mar 14 2016)
4 threads
materialPath: D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
KeyValues Error: LoadFromBuffer: missing { in file materials/city_8/matrix.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*),
KeyValues Error: LoadFromBuffer: missing { in file materials/city_8/matrix.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*),
Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/gc_v2/concrete/blendconcreterock001a_wvt_patch
Patching WVT material: maps/gc_v2/de_train/blendgraveldirt001a_wvt_patch
Patching WVT material: maps/gc_v2/nature/blenddebris002a_wvt_patch
Patching WVT material: maps/gc_v2/nature/blendrubbledirt001a_wvt_patch
Patching WVT material: maps/gc_v2/nature/blendconcretedirt001a_wvt_patch
Patching WVT material: maps/gc_v2/nature/blenddirtdirt001a_wvt_patch
Patching WVT material: maps/gc_v2/concrete/blendroad_broken01_wvt_patch
Patching WVT material: maps/gc_v2/nature/blendrockdirt_tunnel03a_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-8848, -8509, -64)
env_cubemap pointing at deleted brushside near (-8848, -8509, -64)
KeyValues Error: LoadFromBuffer: missing { in file materials/CITY_8/MATRIX.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*),
KeyValues Error: LoadFromBuffer: missing { in file materials/CITY_8/MATRIX.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*),
KeyValues Error: LoadFromBuffer: missing { in file materials/CITY_8/MATRIX.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*),
KeyValues Error: LoadFromBuffer: missing { in file materials/CITY_8/MATRIX.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*),
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 172 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
writing d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.prt...Building visibility clusters...
done (1)
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...
done (2) (2931917 bytes)
Static prop models/props_c17/fence01a.mdl outside the map (-5164.00, 4556.00, -136.00)
Static prop models/props_c17/fence01a.mdl outside the map (-5164.00, 4556.00, -54.00)
Static prop models/props_debris/rebar004d_96.mdl outside the map (-4912.00, -2960.00, 144.00)
Static prop models/props_debris/rebar004d_96.mdl outside the map (-4936.00, -3040.00, 184.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 17693 texinfos to 10523
Reduced 1918 texdatas to 1653 (99452 bytes to 88683)
Writing d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp
36 seconds elapsed
1.625600 0.406400 0.000000
-0.000000 -0.609600 0.000000
-0.000000 -0.812800 0.000000
make_triangles:calc_triangle_representation: Cannot convert
1.625600 0.406400 0.000000
-0.000000 -0.609600 0.000000
-0.000000 -0.812800 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2"
Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp
reading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.prt
11325 portalclusters
33914 numportals
The map overflows the max portal count (33914 of max 32768)!
** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2"
Valve Software - vrad.exe SSE (Dec 9 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (12.34 seconds)
42425 faces
11 degenerate faces
6064830 square feet [873335552.00 square inches]
134 Displacements
440651 Square Feet [63453868.00 Square Inches]
light has _fifty_percent_distance of 1475.000000 but _zero_percent_distance of 45.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
light has _fifty_percent_distance of 128.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 128.000000 but _zero_percent_distance of 0.000000
1344 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1051)
Build Patch/Sample Hash Table(s).....Done<0.1609 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 7 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (23)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 303/1024 14544/49152 (29.6%)
brushes 8043/8192 96516/98304 (98.2%) VERY FULL!
brushsides 53126/65536 425008/524288 (81.1%) VERY FULL!
planes 20188/65536 403760/1310720 (30.8%)
vertexes 64431/65536 773172/786432 (98.3%) VERY FULL!
nodes 23876/65536 764032/2097152 (36.4%)
texinfos 10523/12288 757656/884736 (85.6%) VERY FULL!
texdata 1653/2048 52896/65536 (80.7%) VERY FULL!
dispinfos 134/0 23584/0 ( 0.0%)
disp_verts 8558/0 171160/0 ( 0.0%)
disp_tris 13216/0 26432/0 ( 0.0%)
disp_lmsamples 1053204/0 1053204/0 ( 0.0%)
faces 42425/65536 2375800/3670016 (64.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 21926/65536 1227856/3670016 (33.5%)
leaves 24180/65536 773760/2097152 (36.9%)
leaffaces 51039/65536 102078/131072 (77.9%)
leafbrushes 16373/65536 32746/131072 (25.0%)
areas 28/256 224/2048 (10.9%)
surfedges 288365/512000 1153460/2048000 (56.3%)
edges 171759/256000 687036/1024000 (67.1%)
LDR worldlights 1342/8192 118096/720896 (16.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 3869/32768 38690/327680 (11.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 64062/65536 128124/131072 (97.8%) VERY FULL!
cubemapsamples 183/1024 2928/16384 (17.9%)
overlays 35/512 12320/180224 ( 6.8%)
LDR lightdata [variable] 42285236/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1070326/393216 (272.2%) VERY FULL!
LDR ambient table 24180/65536 96720/262144 (36.9%)
HDR ambient table 24180/65536 96720/262144 (36.9%)
LDR leaf ambient 85120/65536 2383360/1835008 (129.9%) VERY FULL!
HDR leaf ambient 24180/65536 677040/1835008 (36.9%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 2/0 24/0 ( 0.0%)
occluder vert ind 8/0 32/0 ( 0.0%)
detail props [variable] 1/434136 ( 0.0%)
dtl prp lght [variable] 1/36474 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/224532 ( 0.0%)
pakfile [variable] 16509709/0 ( 0.0%)
physics [variable] 2931917/4194304 (69.9%)
physics terrain [variable] 38870/1048576 ( 3.7%)
Level flags = 0
Total triangle count: 116015
Writing d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp
18 minutes, 35 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp" "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gc_v2.bsp"
[/code]
[QUOTE=kokakola169;50979540][code]
Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp
reading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.prt
11325 portalclusters
33914 numportals
The map overflows the max portal count (33914 of max 32768)!
[/code][/QUOTE]
As I suspected, vvis aborted early. Start with this:
[QUOTE=kokakola169;50979540][code]
1.625600 0.406400 0.000000
-0.000000 -0.609600 0.000000
-0.000000 -0.812800 0.000000
make_triangles:calc_triangle_representation: Cannot convert
1.625600 0.406400 0.000000
-0.000000 -0.609600 0.000000
-0.000000 -0.812800 0.000000
make_triangles:calc_triangle_representation: Cannot convert
[/code][/quote]
There is probably an invalid brush somewhere.
Then, you need to look at your [url=https://developer.valvesoftware.com/wiki/Visleaf#Examination]visleaf generation[/url] to find areas with unnecessary visleafs, and use func_detail entities appropriately to fix it.
Im not sure but from the screenshot (and the failed vvis) it look like you made a giant hollowed skybox around your whole map.
If you did, that's bad. You gotta close each part of your map with sky brush not make a giant brush.
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