First of all, I'd like to apologize for this being my second post within 5 hours or something like that. I simply feel this is going to be way too large for the megathread. Moving on...
I have an issue regarding compiling. Everytime I compile it freezes, and I know it's associated with my skybox. Here's a few images of my map:
[IMG]http://i.imgur.com/EO14Z.png[/IMG]
[IMG]http://i.imgur.com/Dbfbn.png[/IMG]
[IMG]http://i.imgur.com/tIr5N.png[/IMG]
The thing which keeps me wondering is that it only freezes when I have a skybox. And it's not regarding the skybox, it's the box itself because I've tried to change texture with the same result. Here's the compile log with the skybox removed:
[QUOTE]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
**** leaked ****
Entity light (304.00 -1229.70 93.39) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (414.2 -1284.0 260.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 382850:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (414.2 -1284.0 324.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 382850:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (409.1 -1280.0 324.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 382850:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (359.2 -1387.2 236.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 378916:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (363.2 -1382.1 236.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 378916:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (374.5 -1375.5 228.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 378911:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (385.6 -1369.9 220.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 378907:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (391.8 -1367.5 220.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 378907:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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) (667215 bytes)
Placing detail props : 0Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
1Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
..Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
2...3...4...5..Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
6...7..Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
8...9.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
10
Compacting texture/material tables...
Reduced 411 texinfos to 197
Reduced 12 texdatas to 12 (273 bytes to 273)
Writing C:\Program Files (x86)\Steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.bsp
5 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap"
Valve Software - vvis.exe (Oct 25 2011)
4 threads
reading c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.bsp
reading c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.87 seconds)
4352 faces
22 degenerate faces
29598 square feet [4262113.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0020 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 1841/8192 22092/98304 (22.5%)
brushsides 18912/65536 151296/524288 (28.9%)
planes 12242/65536 244840/1310720 (18.7%)
vertexes 10470/65536 125640/786432 (16.0%)
nodes 5853/65536 187296/2097152 ( 8.9%)
texinfos 197/12288 14184/884736 ( 1.6%)
texdata 12/2048 384/65536 ( 0.6%)
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 4352/65536 243712/3670016 ( 6.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2258/65536 126448/3670016 ( 3.4%)
leaves 5855/65536 187360/2097152 ( 8.9%)
leaffaces 4836/65536 9672/131072 ( 7.4%)
leafbrushes 5085/65536 10170/131072 ( 7.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 30697/512000 122788/2048000 ( 6.0%)
edges 18213/256000 72852/1024000 ( 7.1%)
LDR worldlights 10/8192 880/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 593/32768 5930/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9414/65536 18828/131072 (14.4%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 609752/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 6073/393216 ( 1.5%)
LDR ambient table 5855/65536 23420/262144 ( 8.9%)
HDR ambient table 5855/65536 23420/262144 ( 8.9%)
LDR leaf ambient 7909/65536 221452/1835008 (12.1%)
HDR leaf ambient 5855/65536 163940/1835008 ( 8.9%)
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] 1/5494 ( 0.0%)
pakfile [variable] 316829/0 ( 0.0%)
physics [variable] 667215/4194304 (15.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 12673
Writing c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.bsp
8 seconds elapsed
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.87 seconds)
4352 faces
22 degenerate faces
29598 square feet [4262113.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0020 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 1841/8192 22092/98304 (22.5%)
brushsides 18912/65536 151296/524288 (28.9%)
planes 12242/65536 244840/1310720 (18.7%)
vertexes 10470/65536 125640/786432 (16.0%)
nodes 5853/65536 187296/2097152 ( 8.9%)
texinfos 197/12288 14184/884736 ( 1.6%)
texdata 12/2048 384/65536 ( 0.6%)
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 4352/65536 243712/3670016 ( 6.6%)
hdr faces 4352/65536 243712/3670016 ( 6.6%)
origfaces 2258/65536 126448/3670016 ( 3.4%)
leaves 5855/65536 187360/2097152 ( 8.9%)
leaffaces 4836/65536 9672/131072 ( 7.4%)
leafbrushes 5085/65536 10170/131072 ( 7.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 30697/512000 122788/2048000 ( 6.0%)
edges 18213/256000 72852/1024000 ( 7.1%)
LDR worldlights 10/8192 880/720896 ( 0.1%)
HDR worldlights 10/8192 880/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 593/32768 5930/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9414/65536 18828/131072 (14.4%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 609752/0 ( 0.0%)
HDR lightdata [variable] 609752/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 6073/393216 ( 1.5%)
LDR ambient table 5855/65536 23420/262144 ( 8.9%)
HDR ambient table 5855/65536 23420/262144 ( 8.9%)
LDR leaf ambient 7909/65536 221452/1835008 (12.1%)
HDR leaf ambient 7909/65536 221452/1835008 (12.1%)
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] 1/5494 ( 0.0%)
pakfile [variable] 316829/0 ( 0.0%)
physics [variable] 667215/4194304 (15.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 12673
Writing c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.bsp
8 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\skaterdaniel\sourcesdk_content\cstrike\mapsrc\CSMap.bsp" "c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\maps\CSMap.bsp"
[/QUOTE]
When it does freeze vvis.exe takes up all of my CPU, this one time it was so bad so I had to shut down my rig by holding down the power button. I was unable to do anything with my PC at all.
press ctrl + shift + g and enter the brush numbers which the compile log is giving you. You don't happen to be carving by any chance?
Map will be cool once you get the issues out the way.
**** leaked ****
Entity light (304.00 -1229.70 93.39) leaked!
You still haven't fixed the leak. Fix the bloody thing.
He said he had, I assume a carve or a dodgy shape has caused the bsp compile to fail. Look at the pointfile and follow the re line where it enters the void is where 1 of your brushes has gone loco. Just coz its the same light doesn't mean its the same leak.
[QUOTE=IronPhoenix;35253120]**** leaked ****
Entity light (304.00 -1229.70 93.39) leaked!
You still haven't fixed the leak. Fix the bloody thing.[/QUOTE]
I think you misunderstand. The old leak has been fixed, the new one is due to my skybox being removed.
The issue had nothing to do with leaks or carvings, as far as I understand, it lies withing the box of my skybox.
[editline]23rd March 2012[/editline]
Why is that dumb? I don't see why carving should be a problem, and the leak is not important because it's outside on purpose. I wrote the last post during a class, but I have more time now so let me elaborate.
My compile freezes when I compile WITH my skybox. It does not matter wether it's a skybox or normal brushwork, but in this case it's a skybox. When I remove the skybox completely it compiles the above log in about 10-15 seconds, which is normal for my PC when i have a small map like this. Therefore I don't see an issue with any carvings. I'm still at school, so I can't do anything right now, but I'll check everything when I get home.
Provide us with a log from the issue where is isn't leaking. The log is useless because it is reporting issues to do with the leak, rather than any issue you are having.
If the compile log claims "not responding" be patient, its a windows issue, not a hammer one.
Also, your skybox is huge. Clamp it tight around the map, not one huge box.
If you can't fix the error pm me with a link to your vmf and I'll take a look.
If you are carving that probably has something to do with it. People don't say it much anymore since they expect everyone to know, but do not carve. Not even once.
Even for those simple shapes like doors, carve will provide a sub optimal solution. Usually with a big block on top and 2 blocks under that on the sides.
Use clip to either make 2 long blocks on sides with smaller in middle or cut the edges at 45 degrees to remove extra faces.
If carve can mess up a simple doorway then just imagine how it can mess up arches and spheres.
NEVER CARVE.
[img]http://i901.photobucket.com/albums/ac220/Iamasparagus/870570790fab24dfc45c68ad9fa286f6.png[/img]
but i maek good terrain usin carve :v:
I kind of hate how carve has to be like that. I mean, if it didn't create 1000+ microbrushes, and actually carves only around what you wanted carved (i.e. work properly), it would be such an amazing tool that would make a lot of maps look better and easier to make certain parts.
clipping is easy too
My bad, I don't carve I clip. Carve shortcut is Ctrl + Shift + C and clip is Shift + x, right? English is not my main language and to me it's the same ;)
But I made the skybox fit my current outdoor terrain and it's working smoothly now. I still don't see how a skybox can make compiling go from 10-15 seconds to half an hour. Yes, I was patient and waited to see how long it would take for it to actually finish ^^
Thanks everyone :)
[QUOTE=mopman999;35259147]clipping is easy too[/QUOTE]
Yeah, but imagine having to clip the sphere that sphinxa posted. If carve actually worked and DIDNT do that, then it would make things a whole lot easier and faster, but unfortunately, carving sucks and while it is easier, it's not ideal. Main point, I wish carve would be fixed to be the more or equally ideal tool when compared to clip, but it probably won't be.
You cold probably do it reasonably easily with a calculator and a bit of thought... displacing it would be much easier though...
[QUOTE=paulisdead18;35259301]Yeah, but imaging having to clip the sphere that sphinxa posted. If carve actually worked and DIDNT do that, then it would make things a whole lot easier and faster, but unfortunately, carving sucks and while it is easier, it's not ideal. Main point, I wish carve would be fixed to be the more or equally ideal tool when compared to clip, but it probably won't be.[/QUOTE]
I guess but in the end it will still look terrible. Subdividing is ls also useful
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