• Hammer Editor - Error engine: portalnum > numareaportals
    6 replies, posted
After compiling i cant launch my map. Pls help. Compile log materialPath: C:\Software\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\Dima\Desktop\bugr.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "de_train/train_metalceiling_02" not found. Material not found!: DE_TRAIN/TRAIN_METALCEILING_02 Could not locate 'GameData' key in c:\software\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/bugr/gm_construct/grass-sand_13_wvt_patch 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...error: material GM_VEXTEN/WATER_FOG doesn't have a $bottommaterial error: material GM_VEXTEN/WATER_FOG doesn't have a $bottommaterial error: material GM_VEXTEN/WATER_FOG doesn't have a $bottommaterial error: material GM_VEXTEN/WATER_FOG doesn't have a $bottommaterial done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 82 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Dima\Desktop\bugr.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials:    skybox/sky_gm_blue01*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials:    skybox/sky_gm_blue01*.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 (2) (34461230 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 584 texinfos to 390 Reduced 76 texdatas to 71 (2343 bytes to 2180) Writing C:\Users\Dima\Desktop\bugr.bsp 7 seconds elapsed 4 threads reading c:\users\dima\desktop\bugr.bsp reading c:\users\dima\desktop\bugr.prt 1729 portalclusters 3925 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 8088 visible clusters (0.34%) Total clusters visible: 2351083 Average clusters visible: 1359 Building PAS... Average clusters audible: 1591 visdatasize:729818  compressed from 774592 writing c:\users\dima\desktop\bugr.bsp 1 second elapsed [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\dima\desktop\bugr.bsp 7001 faces 23327066 square feet [3359097600.00 square inches] 597 Displacements 7418216 Square Feet [1068223104.00 Square Inches] 7001 patches before subdivision 295263 patches after subdivision 82 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 93449113, max 1918 transfer lists: 713.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1673305, 1671206, 1632831) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(802233, 812550, 758797) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(307445, 311561, 290394) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(139854, 143190, 129738) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(57305, 58877, 52203) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(25499, 26414, 22840) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(10705, 11146, 9415) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(4705, 4934, 4069) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(2001, 2111, 1701) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(873, 928, 730) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(374, 400, 308) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(163, 175, 132) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(70, 76, 56) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(30, 33, 24) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(13, 14, 10) 0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(6, 6, 4) 0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(2, 3, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(0, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.2733 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness  ------------       ---------------  ---------------  --------  models                  17/1024          816/49152    ( 1.7%)  brushes                575/8192         6900/98304    ( 7.0%)  brushsides            6120/65536       48960/524288   ( 9.3%)  planes                6590/65536      131800/1310720  (10.1%)  vertexes              9736/65536      116832/786432   (14.9%)  nodes                 5260/65536      168320/2097152  ( 8.0%)  texinfos               390/12288       28080/884736   ( 3.2%)  texdata                 71/2048         2272/65536    ( 3.5%)  dispinfos              597/0          105072/0        ( 0.0%)  disp_verts          172533/0         3450660/0        ( 0.0%)  disp_tris           305664/0          611328/0        ( 0.0%)  disp_lmsamples     4827553/0         4827553/0        ( 0.0%)  faces                 7001/65536      392056/3670016  (10.7%)  hdr faces                0/65536           0/3670016  ( 0.0%)  origfaces             2062/65536      115472/3670016  ( 3.1%)  leaves                5278/65536      168896/2097152  ( 8.1%)  leaffaces             7257/65536       14514/131072   (11.1%)  leafbrushes           4719/65536        9438/131072   ( 7.2%)  areas                   11/256            88/2048     ( 4.3%)  surfedges            39313/512000     157252/2048000  ( 7.7%)  edges                22594/256000      90376/1024000  ( 8.8%)  LDR worldlights         82/8192         7216/720896   ( 1.0%)  HDR worldlights          0/8192            0/720896   ( 0.0%)  leafwaterdata            2/32768          24/393216   ( 0.0%)  waterstrips            453/32768        4530/327680   ( 1.4%)  waterverts               0/65536           0/786432   ( 0.0%)  waterindices          7554/65536       15108/131072   (11.5%)  cubemapsamples           1/1024           16/16384    ( 0.1%)  overlays                 0/512             0/180224   ( 0.0%)  LDR lightdata         [variable]    14294332/0        ( 0.0%)  HDR lightdata         [variable]           0/0        ( 0.0%)  visdata               [variable]      729818/16777216 ( 4.4%)  entdata               [variable]       55682/393216   (14.2%)  LDR ambient table     5278/65536       21112/262144   ( 8.1%)  HDR ambient table     5278/65536       21112/262144   ( 8.1%)  LDR leaf ambient     19049/65536      533372/1835008  (29.1%)  HDR leaf ambient      5278/65536      147784/1835008  ( 8.1%)  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]           1/8856     ( 0.0%)  pakfile               [variable]      164700/0        ( 0.0%)  physics               [variable]    34461230/4194304  (821.6%) VERY FULL! physics terrain       [variable]           0/1048576  ( 0.0%)  Level flags = 0 Total triangle count: 16980 Writing c:\users\dima\desktop\bugr.bsp 3 minutes, 27 seconds elapsed [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\dima\desktop\bugr.bsp 7001 faces 23327066 square feet [3359097600.00 square inches] 597 Displacements 7418216 Square Feet [1068223104.00 Square Inches] 7001 patches before subdivision 295263 patches after subdivision 82 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 93449113, max 1918 transfer lists: 713.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1673305, 1671206, 1632831) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(802233, 812549, 758797) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(307445, 311561, 290394) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(139854, 143190, 129737) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(57305, 58877, 52203) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(25499, 26414, 22840) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(10705, 11146, 9415) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(4705, 4934, 4069) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(2001, 2111, 1701) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(873, 928, 730) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(374, 400, 308) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(163, 175, 132) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(70, 76, 56) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(30, 33, 24) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(13, 14, 10) 0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(6, 6, 4) 0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(2, 3, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(0, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.2703 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness  ------------       ---------------  ---------------  --------  models                  17/1024          816/49152    ( 1.7%)  brushes                575/8192         6900/98304    ( 7.0%)  brushsides            6120/65536       48960/524288   ( 9.3%)  planes                6590/65536      131800/1310720  (10.1%)  vertexes              9736/65536      116832/786432   (14.9%)  nodes                 5260/65536      168320/2097152  ( 8.0%)  texinfos               390/12288       28080/884736   ( 3.2%)  texdata                 71/2048         2272/65536    ( 3.5%)  dispinfos              597/0          105072/0        ( 0.0%)  disp_verts          172533/0         3450660/0        ( 0.0%)  disp_tris           305664/0          611328/0        ( 0.0%)  disp_lmsamples     4827553/0         4827553/0        ( 0.0%)  faces                 7001/65536      392056/3670016  (10.7%)  hdr faces             7001/65536      392056/3670016  (10.7%)  origfaces             2062/65536      115472/3670016  ( 3.1%)  leaves                5278/65536      168896/2097152  ( 8.1%)  leaffaces             7257/65536       14514/131072   (11.1%)  leafbrushes           4719/65536        9438/131072   ( 7.2%)  areas                   11/256            88/2048     ( 4.3%)  surfedges            39313/512000     157252/2048000  ( 7.7%)  edges                22594/256000      90376/1024000  ( 8.8%)  LDR worldlights         82/8192         7216/720896   ( 1.0%)  HDR worldlights         82/8192         7216/720896   ( 1.0%)  leafwaterdata            2/32768          24/393216   ( 0.0%)  waterstrips            453/32768        4530/327680   ( 1.4%)  waterverts               0/65536           0/786432   ( 0.0%)  waterindices          7554/65536       15108/131072   (11.5%)  cubemapsamples           1/1024           16/16384    ( 0.1%)  overlays                 0/512             0/180224   ( 0.0%)  LDR lightdata         [variable]    14294332/0        ( 0.0%)  HDR lightdata         [variable]    14294332/0        ( 0.0%)  visdata               [variable]      729818/16777216 ( 4.4%)  entdata               [variable]       55682/393216   (14.2%)  LDR ambient table     5278/65536       21112/262144   ( 8.1%)  HDR ambient table     5278/65536       21112/262144   ( 8.1%)  LDR leaf ambient     19049/65536      533372/1835008  (29.1%)  HDR leaf ambient     19049/65536      533372/1835008  (29.1%)  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]           1/8856     ( 0.0%)  pakfile               [variable]      164700/0        ( 0.0%)  physics               [variable]    34461230/4194304  (821.6%) VERY FULL! physics terrain       [variable]           0/1048576  ( 0.0%)  Level flags = 0 Total triangle count: 16980 Writing c:\users\dima\desktop\bugr.bsp 3 minutes, 31 seconds elapsed
Why would you blur it... makes it hard to help you...
Thank you. It helped me to compile my map. Another question. When i complie "fast" it does it in 3 minutes and makes my map so bright. But when I'm trying to compile "normal" it gets stuck at portalflow 0 Any ideas?
If map is big, its ok - try to left it for one hour at least
This is not acceptable, Large open maps must use func_viscluster to compile in a decent amount of time. Long compile times should be reserved for complex lighting schemes not visibility calc.
If someone is using func_viscluster, they need to use it correctly. They save compile time, but shave off some performance in return. I honestly recommend against it, as open maps are really FPS tankers and should get the best possible visibility calculations.
I would agree if portals didnt have the arbitrary built in limitation of being split every 1024 units regardless. Visclusters simply shorten the equation time by establishing which areas will always be seen by others in the volume. A map like flatgrass shouldnt take four hours to compile when you know from the start that everything can be seen everywhere.
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