• Bugs, bugs everywhere!
    8 replies, posted
[U]I am currently encountering multiple bugs in my map that I have spent days trying to fix with no luck.[/U] [B]First off, I am getting strange dark spots on brushes inside of my buildings:[/B] [IMG]http://img818.imageshack.us/img818/5622/2011122800003w.jpg[/IMG] I have tried: - Using smoothing groups - Using different forms of lighting (light_spots, lights) - Recreating the brushes - Reshaping/Clipping the brushes - Turning the affected areas into brush-based entities to see if this would have any effect (func_detail, func_brush) - Changing lightmap scale [B]I fixed the detail sprites! It ends up that it was the materials that I downloaded. [U]Don't trust Oskutin, he will break your detail sprites![/U] *Shakes fist*[/B] [B]Lastly, there seem to be very specific points which will bring my fps down from 150-300 to about 32fps (or even crash.)[/B] Compile log (compiled with Valve Batch Compile Tool): [CODE]Welcome to VBCT Session Date: Sunday, January 01, 2012, 3:02:38 PM VBCT Version: 1.0t Engine detected from registry: EP2 Selected MOD = half-life 2: episode two Game name read from GameInfo.txt file: HALF-LIFE 2 appid read from GameInfo.txt file: 420 Available EP1 Source Engine 2006 Games: Half-Life 2 Counter-Strike: Source Half-Life 2: Deathmatch Half-Life 2: Episode One Available EP2 Source Engine 2007 Games: Half-Life 2: Episode Two Obsidian Conflict Available EP2/Orangebox Source Engine MP Games: Team Fortress 2 Counter-Strike: Source Available EP2 Source Engine 2009 Games: Half-Life 2 Half-Life 2: Episode One Half-Life 2: Episode Two Portal HDR will be enabled for compiles! NOTE: You should typically always have LDR enabled with HDR. Warning, Defined Maps Folder not found: c:\program files (x86)\steam\steamapps\dalton0419\sourcesdk_content\ep2\mapsrc Falling back to default. Map File Selected: C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.vmf There is no Custom Profile to load: C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.pro Full Compile Selected! Compile Start Time: Sunday, January 01, 2012, 3:02:54 PM -------------- Start Compile BSP ---------------- VBSP Started, Please Wait! VBSP: c:\program files (x86)\steam\steamapps\dalton0419\sourcesdk\bin\source2009\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2" "C:\Users\Dalton\Desktop\vbct\Rp_HoboLake" Valve Software - vbsp.exe (Sep 15 2011) 8 threads materialPath: c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2\materials Loading C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/rp_hobolake/nature/blendgrassdirt03_wvt_patch Patching WVT material: maps/rp_hobolake/nature/blenddirtgravel001a_wvt_patch Patching WVT material: maps/rp_hobolake/concrete/blendconcreterock001a_wvt_patch Patching WVT material: maps/rp_hobolake/nature/blendrockblack02a_wvt_patch fixing up env_cubemap materials on brush sides... 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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1918 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_06_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_06_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (4) (2384127 bytes) Error loading studio model ""! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 15244 texinfos to 8861 Reduced 398 texdatas to 326 (16724 bytes to 13590) Writing C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.bsp 17 seconds elapsed -1.828800 -10.769600 0.000000 -4.876800 -10.769600 0.000000 -1.625600 -10.769600 0.000000 -1.625600 -8.128000 0.000000 make_triangles:calc_triangle_representation: Cannot convert -1.625600 -10.769600 0.000000 -3.048000 -10.769600 0.000000 -3.251200 -8.128000 0.000000 -3.251200 -10.769600 0.000000 make_triangles:calc_triangle_representation: Cannot convert 30.746700 -23.977600 0.000000 25.946100 -14.731999 0.000000 25.946100 -23.977600 0.000000 31.089600 -23.977600 0.000000 make_triangles:calc_triangle_representation: Cannot convert 31.800800 -23.977600 0.000000 31.711899 -23.977600 0.000000 31.089600 -14.731999 0.000000 31.089600 -23.977600 0.000000 make_triangles:calc_triangle_representation: Cannot convert 31.800800 -23.977600 0.000000 31.711899 -23.977600 0.000000 31.089600 -14.731999 0.000000 31.089600 -23.977600 0.000000 make_triangles:calc_triangle_representation: Cannot convert Compile Complete for this module. VBSP Completed: Sunday, January 01, 2012, 3:03:12 PM VBSP: Error loading studio model ""! VBSP: Compile time: 17 seconds elapsed -------------- Start Compile VVIS ---------------- VVIS Started, Please Wait! VVIS: c:\program files (x86)\steam\steamapps\dalton0419\sourcesdk\bin\source2009\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2" "C:\Users\Dalton\Desktop\vbct\Rp_HoboLake" Valve Software - vvis.exe (Sep 15 2011) 8 threads reading c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp reading c:\users\dalton\desktop\vbct\Rp_HoboLake.prt 1130 portalclusters 3580 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (450) Optimized: 6198 visible clusters (0.00%) Total clusters visible: 423921 Average clusters visible: 375 Building PAS... Average clusters audible: 1021 visdatasize:282843 compressed from 325440 writing c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp 7 minutes, 31 seconds elapsed Compile Complete for this module. VVIS Completed: Sunday, January 01, 2012, 3:10:44 PM VVIS: Compile time: 7 minutes, 31 seconds elapsed -------------- Start Compile VRAD ---------------- VRAD Started, Please Wait! VRAD: c:\program files (x86)\steam\steamapps\dalton0419\sourcesdk\bin\source2009\bin\vrad.exe -both -game "c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2" "C:\Users\Dalton\Desktop\vbct\Rp_HoboLake" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp Setting up ray-trace acceleration structure... Done (14.71 seconds) 24580 faces 7 degenerate faces 6929954 square feet [997913472.00 square inches] 224 Displacements 956749 Square Feet [137771872.00 Square Inches] 24573 patches before subdivision 154007 patches after subdivision sun extent from map=0.087156 202 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (46) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (102) transfers 21425317, max 3476 transfer lists: 163.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(685927, 621436, 469759) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(424419, 364162, 251506) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(269247, 223097, 145131) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(174002, 139448, 85958) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(114059, 88719, 52393) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(75634, 57178, 32603) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(50715, 37284, 20657) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(34341, 24564, 13302) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(23477, 16333, 8677) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(16192, 10950, 5728) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(11263, 7396, 3817) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(7897, 5029, 2565) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(5580, 3439, 1735) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(3972, 2365, 1181) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(2847, 1634, 808) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(2055, 1134, 555) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #17 added RGB(1493, 790, 382) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(1091, 552, 264) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(802, 387, 183) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(593, 272, 127) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #21 added RGB(441, 192, 89) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #22 added RGB(329, 136, 62) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #23 added RGB(247, 96, 43) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(186, 68, 30) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #25 added RGB(141, 49, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(107, 35, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #27 added RGB(82, 25, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #28 added RGB(63, 18, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #29 added RGB(48, 13, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #30 added RGB(37, 9, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #31 added RGB(29, 6, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #32 added RGB(22, 5, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #33 added RGB(17, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #34 added RGB(13, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #35 added RGB(10, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #36 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #37 added RGB(6, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #38 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #39 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #40 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #41 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #42 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #43 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #44 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #45 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0693 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 0 (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 112/1024 5376/49152 (10.9%) brushes 6298/8192 75576/98304 (76.9%) brushsides 46688/65536 373504/524288 (71.2%) planes 18430/65536 368600/1310720 (28.1%) vertexes 39309/65536 471708/786432 (60.0%) nodes 6299/65536 201568/2097152 ( 9.6%) texinfos 8861/12288 637992/884736 (72.1%) texdata 326/2048 10432/65536 (15.9%) dispinfos 224/0 39424/0 ( 0.0%) disp_verts 60336/0 1206720/0 ( 0.0%) disp_tris 106624/0 213248/0 ( 0.0%) disp_lmsamples 1061379/0 1061379/0 ( 0.0%) faces 24580/65536 1376480/3670016 (37.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 20893/65536 1170008/3670016 (31.9%) leaves 6412/65536 205184/2097152 ( 9.8%) leaffaces 29999/65536 59998/131072 (45.8%) leafbrushes 10743/65536 21486/131072 (16.4%) areas 3/256 24/2048 ( 1.2%) surfedges 203939/512000 815756/2048000 (39.8%) edges 126201/256000 504804/1024000 (49.3%) LDR worldlights 202/8192 17776/720896 ( 2.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 3/32768 36/393216 ( 0.0%) waterstrips 2415/32768 24150/327680 ( 7.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 47256/65536 94512/131072 (72.1%) cubemapsamples 103/1024 1648/16384 (10.1%) overlays 6/512 2112/180224 ( 1.2%) LDR lightdata [variable] 6655952/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 282843/16777216 ( 1.7%) entdata [variable] 239905/393216 (61.0%) LDR ambient table 6412/65536 25648/262144 ( 9.8%) HDR ambient table 6412/65536 25648/262144 ( 9.8%) LDR leaf ambient 15361/65536 430108/1835008 (23.4%) HDR leaf ambient 6412/65536 179536/1835008 ( 9.8%) 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] 1/2973764 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/41710 ( 0.0%) pakfile [variable] 11055139/0 ( 0.0%) physics [variable] 2384127/4194304 (56.8%) physics terrain [variable] 145903/1048576 (13.9%) Level flags = 0 Total triangle count: 69860 Writing c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp 4 minutes, 15 seconds elapsed Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp Setting up ray-trace acceleration structure... Done (14.61 seconds) 24580 faces 7 degenerate faces 6929954 square feet [997913472.00 square inches] 224 Displacements 956749 Square Feet [137771872.00 Square Inches] 24573 patches before subdivision 154007 patches after subdivision sun extent from map=0.087156 202 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (45) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (105) transfers 21425317, max 3476 transfer lists: 163.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(685922, 621431, 469755) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(424415, 364159, 251504) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(269245, 223096, 145130) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(174001, 139447, 85958) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(114058, 88719, 52393) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(75634, 57178, 32602) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(50715, 37284, 20657) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(34341, 24564, 13302) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(23477, 16333, 8677) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(16192, 10950, 5728) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(11263, 7396, 3817) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(7897, 5029, 2565) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(5580, 3439, 1735) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(3972, 2365, 1181) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(2847, 1634, 808) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(2055, 1134, 555) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(1493, 790, 382) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(1091, 552, 264) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(802, 387, 183) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(593, 272, 127) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #21 added RGB(441, 192, 89) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #22 added RGB(329, 136, 62) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #23 added RGB(247, 96, 43) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(186, 68, 30) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #25 added RGB(141, 49, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(107, 35, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #27 added RGB(82, 25, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #28 added RGB(63, 18, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #29 added RGB(48, 13, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #30 added RGB(37, 9, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #31 added RGB(29, 6, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #32 added RGB(22, 5, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #33 added RGB(17, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #34 added RGB(13, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #35 added RGB(10, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #36 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #37 added RGB(6, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #38 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #39 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #40 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #41 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #42 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #43 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #44 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #45 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0718 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 112/1024 5376/49152 (10.9%) brushes 6298/8192 75576/98304 (76.9%) brushsides 46688/65536 373504/524288 (71.2%) planes 18430/65536 368600/1310720 (28.1%) vertexes 39309/65536 471708/786432 (60.0%) nodes 6299/65536 201568/2097152 ( 9.6%) texinfos 8861/12288 637992/884736 (72.1%) texdata 326/2048 10432/65536 (15.9%) dispinfos 224/0 39424/0 ( 0.0%) disp_verts 60336/0 1206720/0 ( 0.0%) disp_tris 106624/0 213248/0 ( 0.0%) disp_lmsamples 1061379/0 1061379/0 ( 0.0%) faces 24580/65536 1376480/3670016 (37.5%) hdr faces 24580/65536 1376480/3670016 (37.5%) origfaces 20893/65536 1170008/3670016 (31.9%) leaves 6412/65536 205184/2097152 ( 9.8%) leaffaces 29999/65536 59998/131072 (45.8%) leafbrushes 10743/65536 21486/131072 (16.4%) areas 3/256 24/2048 ( 1.2%) surfedges 203939/512000 815756/2048000 (39.8%) edges 126201/256000 504804/1024000 (49.3%) LDR worldlights 202/8192 17776/720896 ( 2.5%) HDR worldlights 202/8192 17776/720896 ( 2.5%) leafwaterdata 3/32768 36/393216 ( 0.0%) waterstrips 2415/32768 24150/327680 ( 7.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 47256/65536 94512/131072 (72.1%) cubemapsamples 103/1024 1648/16384 (10.1%) overlays 6/512 2112/180224 ( 1.2%) LDR lightdata [variable] 6655952/0 ( 0.0%) HDR lightdata [variable] 6655952/0 ( 0.0%) visdata [variable] 282843/16777216 ( 1.7%) entdata [variable] 239905/393216 (61.0%) LDR ambient table 6412/65536 25648/262144 ( 9.8%) HDR ambient table 6412/65536 25648/262144 ( 9.8%) LDR leaf ambient 15361/65536 430108/1835008 (23.4%) HDR leaf ambient 15357/65536 429996/1835008 (23.4%) 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] 1/2973764 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/41710 ( 0.0%) pakfile [variable] 11055139/0 ( 0.0%) physics [variable] 2384127/4194304 (56.8%) physics terrain [variable] 145903/1048576 (13.9%) Level flags = 0 Total triangle count: 69860 Writing c:\users\dalton\desktop\vbct\Rp_HoboLake.bsp 4 minutes, 14 seconds elapsed Compile Complete for this module. VRAD Completed: Sunday, January 01, 2012, 3:19:14 PM VRAD: Compile time: 4 minutes, 15 seconds elapsed VRAD: Compile time: 4 minutes, 14 seconds elapsed One Line Summary: 1/1/2012 3:19:14 PM, Rp_HoboLake.vmf, HALF-LIFE 2, normal , normal, normal, 00:00:18, 00:07:31, 00:08:30, 00:16:20 History.csv was updated. Compile Summary - job mode: FULL Map Name: Rp_HoboLake.vmf VBSP - mode:normal , 17 seconds, 00:00:18 elapsed VVIS - mode:normal, 7 minutes, 31 seconds, 00:07:31 elapsed VRAD - mode:normal, 4 minutes, 15 seconds(LDR), 4 minutes, 14 seconds(HDR), 00:08:30 elapsed Total Compile time: 00:16:20 NOTE: old BSP file renamed to : c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2\maps\Rp_HoboLake_old.bsp File copied: C:\Users\Dalton\Desktop\vbct\Rp_HoboLake.bsp to c:\program files (x86)\steam\steamapps\dalton0419\half-life 2 episode two\ep2\maps\Rp_HoboLake.bsp [/CODE]
We've tried fixing the wall shadows with no luck already. The same people who could of helped are still here. As for the detail sprites you should delete the detail.vbsp in your root folder. Have you tried compiling vrad with -final?
make_triangles:calc_triangle_representation: Cannot convert from interlopers error page:make_triangles:calc_triangle_representation: cannot convert The affected object may not work and/or cause general errors
make_triangles:calc_triangle_representation: cannot convert [B]Description:[/B] Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements. If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not. [B]Solution:[/B] You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error. The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.
That is a model problem, not going to cause what he sees.
-snip- This was a more general question than a bug, I'll post this in the help section.
Try to reduce the lightmap grid value, worth the shot :P
[QUOTE=GoldPlatinum;34022928]Try to reduce the lightmap grid value, worth the shot :P[/QUOTE] Tried that too :(
What about making hardfalloff distances for the light?
Sorry, you need to Log In to post a reply to this thread.