• My map is very laggy
    27 replies, posted
Recently I have been working on a city map. It has been working fine until today I compiled it and it's lagging for no reason. I tried the map in HL2 EP2 and GMod, both of them were lagging. I even tried restarting my PC, and nothing happened. Also the compiling time increased from 32 seconds to 1 minute and 14 seconds. Here is the latest log: [code] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.vmf" Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials Loading C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt Patching WVT material: maps/gm_vj_cityatwar/nature/blendashdirt01_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 192 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.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_09*.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) (673643 bytes) Error! To use model "models/props_c17/slidinggate001.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_c17/slidinggate001.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3468 texinfos to 1745 Reduced 357 texdatas to 307 (16507 bytes to 14876) Writing C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp 3 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar" Valve Software - vvis.exe (May 15 2014) 8 threads reading c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp reading c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.prt 177 portalclusters 950 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (5) Optimized: 40 visible clusters (0.17%) Total clusters visible: 23383 Average clusters visible: 132 Building PAS... Average clusters audible: 177 visdatasize:9807 compressed from 8496 writing c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp 5 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp Setting up ray-trace acceleration structure... Done (2.08 seconds) 6221 faces 4 degenerate faces 8904756 square feet [1282284800.00 square inches] 6 Displacements 9008 Square Feet [1297287.50 Square Inches] 6217 patches before subdivision 238129 patches after subdivision sun extent from map=0.000000 90 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (41) transfers 54267379, max 2506 transfer lists: 414.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(99157, 112737, 102146) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(23685, 21290, 13769) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(6913, 5096, 2369) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2219, 1368, 461) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(751, 396, 101) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(263, 120, 24) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(94, 38, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(35, 13, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(13, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(5, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1145 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 28/1024 1344/49152 ( 2.7%) brushes 1099/8192 13188/98304 (13.4%) brushsides 8819/65536 70552/524288 (13.5%) planes 6586/65536 131720/1310720 (10.0%) vertexes 9722/65536 116664/786432 (14.8%) nodes 2434/65536 77888/2097152 ( 3.7%) texinfos 1745/12288 125640/884736 (14.2%) texdata 307/2048 9824/65536 (15.0%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1526/0 30520/0 ( 0.0%) disp_tris 2688/0 5376/0 ( 0.0%) disp_lmsamples 23731/0 23731/0 ( 0.0%) faces 6221/65536 348376/3670016 ( 9.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2247/65536 125832/3670016 ( 3.4%) leaves 2463/65536 78816/2097152 ( 3.8%) leaffaces 8396/65536 16792/131072 (12.8%) leafbrushes 2826/65536 5652/131072 ( 4.3%) areas 2/256 16/2048 ( 0.8%) surfedges 37040/512000 148160/2048000 ( 7.2%) edges 21313/256000 85252/1024000 ( 8.3%) LDR worldlights 90/8192 7920/720896 ( 1.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 430/32768 4300/327680 ( 1.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6270/65536 12540/131072 ( 9.6%) cubemapsamples 17/1024 272/16384 ( 1.7%) overlays 47/512 16544/180224 ( 9.2%) LDR lightdata [variable] 10159092/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 9807/16777216 ( 0.1%) entdata [variable] 181060/393216 (46.0%) LDR ambient table 2463/65536 9852/262144 ( 3.8%) HDR ambient table 2463/65536 9852/262144 ( 3.8%) LDR leaf ambient 7679/65536 215012/1835008 (11.7%) HDR leaf ambient 2463/65536 68964/1835008 ( 3.8%) 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] 1/12 ( 8.3%) static props [variable] 1/20540 ( 0.0%) pakfile [variable] 1967443/0 ( 0.0%) physics [variable] 673643/4194304 (16.1%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 15674 Writing c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp 1 minute, 15 seconds elapsed Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp Setting up ray-trace acceleration structure... Done (2.10 seconds) 6221 faces 4 degenerate faces 8904756 square feet [1282284800.00 square inches] 6 Displacements 9008 Square Feet [1297287.50 Square Inches] 6217 patches before subdivision 238129 patches after subdivision sun extent from map=0.000000 90 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (22) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (40) transfers 54267379, max 2506 transfer lists: 414.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(97210, 110904, 100495) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(23395, 21040, 13578) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(6859, 5053, 2342) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2208, 1360, 457) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(749, 395, 101) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(262, 120, 24) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(94, 38, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(35, 13, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(13, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(5, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1134 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 28/1024 1344/49152 ( 2.7%) brushes 1099/8192 13188/98304 (13.4%) brushsides 8819/65536 70552/524288 (13.5%) planes 6586/65536 131720/1310720 (10.0%) vertexes 9722/65536 116664/786432 (14.8%) nodes 2434/65536 77888/2097152 ( 3.7%) texinfos 1745/12288 125640/884736 (14.2%) texdata 307/2048 9824/65536 (15.0%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1526/0 30520/0 ( 0.0%) disp_tris 2688/0 5376/0 ( 0.0%) disp_lmsamples 23731/0 23731/0 ( 0.0%) faces 6221/65536 348376/3670016 ( 9.5%) hdr faces 6221/65536 348376/3670016 ( 9.5%) origfaces 2247/65536 125832/3670016 ( 3.4%) leaves 2463/65536 78816/2097152 ( 3.8%) leaffaces 8396/65536 16792/131072 (12.8%) leafbrushes 2826/65536 5652/131072 ( 4.3%) areas 2/256 16/2048 ( 0.8%) surfedges 37040/512000 148160/2048000 ( 7.2%) edges 21313/256000 85252/1024000 ( 8.3%) LDR worldlights 90/8192 7920/720896 ( 1.1%) HDR worldlights 90/8192 7920/720896 ( 1.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 430/32768 4300/327680 ( 1.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6270/65536 12540/131072 ( 9.6%) cubemapsamples 17/1024 272/16384 ( 1.7%) overlays 47/512 16544/180224 ( 9.2%) LDR lightdata [variable] 10159092/0 ( 0.0%) HDR lightdata [variable] 10159092/0 ( 0.0%) visdata [variable] 9807/16777216 ( 0.1%) entdata [variable] 181060/393216 (46.0%) LDR ambient table 2463/65536 9852/262144 ( 3.8%) HDR ambient table 2463/65536 9852/262144 ( 3.8%) LDR leaf ambient 7679/65536 215012/1835008 (11.7%) HDR leaf ambient 7699/65536 215572/1835008 (11.7%) 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] 1/20540 ( 0.0%) pakfile [variable] 1967443/0 ( 0.0%) physics [variable] 673643/4194304 (16.1%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 15674 Writing c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp 1 minute, 14 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\gm_vj_cityatwar.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -toconsole -dev -console +sv_lan 1 +map "gm_vj_cityatwar" -steam [/code] Thanks!
[QUOTE=~Kiwi~v2;46976233]Having net_graph 3 would give you more detail on WHY it's lagging.[/QUOTE] I tried seeing that before, my FPS was in 250 most of the time and everything else seemed fine too.
[QUOTE=~Kiwi~v2;46976322]Then how is it lagging? Did you actually stress test he map normally with net_graph 3 running? did you look at the graphs as to see what was causing it?[/QUOTE] Here is how is it looks like on average: [url]http://i.imgur.com/3c23EBW.jpg[/url]
[QUOTE=~Kiwi~v2;46976523]Yep nothing that would suggest excessive load. Are you running any background applications that are hogging up? The only thing I can recommend that you should check also.[/QUOTE] The only programs I got running is my anti-virus and Steam. I also gave my map to two other people, both of them said the map was lagging.
Do mat_wireframe 3 and take a screen shot
[QUOTE=Firegod522;46977212]Do mat_wireframe 3 and take a screen shot[/QUOTE] [url]http://i.imgur.com/CsI0uRS.jpg[/url]
-snip- Was too blind to see the imgur link right above me :v [B]Edit:[/B] It seems as if your map has little to no visleaves, therefore rendering the entire map at once. Check [URL="https://developer.valvesoftware.com/wiki/Visibility_optimization"]this[/URL] for some info on visleaving. Also, have you nodrawed the non-visible surfaces? This not only increases framerates, but decreases file size.
[QUOTE=MasterDaPro11;46977340]-snip- Was too blind to see the imgur link right above me :v [B]Edit:[/B] It seems as if your map has little to no visleaves, therefore rendering the entire map at once. Check [URL="https://developer.valvesoftware.com/wiki/Visibility_optimization"]this[/URL] for some info on visleaving. Also, have you nodrawed the non-visible surfaces? This not only increases framerates, but decreases file size.[/QUOTE] Yep, all non-visible surfaces are nodraw.
[QUOTE=vrej;46977314][url]http://i.imgur.com/CsI0uRS.jpg[/url][/QUOTE] Also setting a max draw distance and optional a fading distance for those models could be a good thing. Of course trees and other big models having a bigger distance than traffic signs or those cars in the garage.
You might wanna take a look at this for optimization. [url]http://www.youtube.com/watch?v=swBfUW-Bsxs[/url]
[QUOTE=Rammelslakje;46979046]Also setting a max draw distance and optional a fading distance for those models could be a good thing. Of course trees and other big models having a bigger distance than traffic signs or those cars in the garage.[/QUOTE] I tried actually went even further, I deleted all of the props in the map (Physics, dynamic and static). It made no difference. I really don't understand why it's lagging. [editline]21st January 2015[/editline] [QUOTE=LUModder;46979358]You might wanna take a look at this for optimization. [url]http://www.youtube.com/watch?v=swBfUW-Bsxs[/url][/QUOTE] I already tried most of the things he mentioned in the video. I'll try to optimize it even more today and see if it makes any difference.
After hours of testing I found the problem. It's the "light" entities causing it. Anyone know how the "light" entities would cause lag? Also HDR seems to be causing even more lag.
[QUOTE=LUModder;46979358]You might wanna take a look at this for optimization. [url]http://www.youtube.com/watch?v=swBfUW-Bsxs[/url][/QUOTE] That is a video version of what I posted :v: [editline]21st January 2015[/editline] -snip- oh look you fixed it already :v:
[QUOTE=MasterDaPro11;46984970]That is a video version of what I posted :v: [editline]21st January 2015[/editline] -snip- oh look you fixed it already :v:[/QUOTE] Spent hours doing what that video said, sadly the map is still laggy. I am yet to understand why the light entities would cause so much lag, there isn't even many of them in the map.
Did you, uhm, give your lights names maybe?
[QUOTE=Mozartkugeln;46993913]Did you, uhm, give your lights names maybe?[/QUOTE] Lol that's a weird one but i'll try this. [editline]23rd January 2015[/editline] [QUOTE=onebit;46994419]Try making a few horizontal hints.[/QUOTE] I am not fully sure how to add hint brushes, but wouldn't it be hard to add them in a city map?
Have you added any values to the custom appearance option? (eg: flickering lights/fire). I recently found the constant switching of brightness values has a significant impact on frame-rate stability and produces the sensation of lag due to micro frame-drops every time the light changes intensity. Try removing all instances of the effect you can find and see how things run.
increase the lightmap scale of your buildings that might be casting shadows if its the light causing lag, just experiment with it, if you don't want to compile for ages at a time just do lightmap scale of all geometry in map to 32 as opposed to the default of 16, if you already did this, ignore
[QUOTE=onebit;46995734]One brush across the whole map.[/QUOTE] Alright I'll try this [editline]23rd January 2015[/editline] [QUOTE=youmenow1;46995700]Have you added any values to the custom appearance option? (eg: flickering lights/fire). I recently found the constant switching of brightness values has a significant impact on frame-rate stability and produces the sensation of lag due to micro frame-drops every time the light changes intensity. Try removing all instances of the effect you can find and see how things run.[/QUOTE] Tried this once, it didn't change anything, but i'll try again [editline]23rd January 2015[/editline] [QUOTE=inspirit;46995788]increase the lightmap scale of your buildings that might be casting shadows if its the light causing lag, just experiment with it, if you don't want to compile for ages at a time just do lightmap scale of all geometry in map to 32 as opposed to the default of 16, if you already did this, ignore[/QUOTE] Haven't tried that, i'll try this too and thanks everyone for suggesting all of this!
Sorry for bumping the thread but now I am getting a bullshit error whenever I try to compile the map. And no there is no leaks in the map. I also tried taking out areaportals and etc. I tried going to the cords, but there was didn't see any problem there and I also tried the brush ID, and didn't find any problems with that brush. I also tried loading the pointfile and it couldn't find anything. [code] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.vmf" Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials Loading C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt Patching WVT material: maps/gm_vj_cityatwar/nature/blendashdirt01_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 -5179.0 -8904.0) 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 34122: Processing areas...done (0) Building Faces...done (0) Chop Details...done (1) Find Visible Detail Sides... Merged 232 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.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_09*.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) (671995 bytes) Error! To use model "models/props_c17/slidinggate001.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_c17/slidinggate001.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3320 texinfos to 1734 Reduced 360 texdatas to 314 (16660 bytes to 15276) Writing C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp 3 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar" Valve Software - vvis.exe (May 15 2014) 8 threads reading c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp reading c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.prt 122 portalclusters 540 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 528 visible clusters (12.66%) Total clusters visible: 4170 Average clusters visible: 34 Building PAS... Average clusters audible: 87 visdatasize:4415 compressed from 3904 writing c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp Setting up ray-trace acceleration structure... Done (2.09 seconds) 6286 faces 1 degenerate faces 6797514 square feet [978841984.00 square inches] 6 Displacements 9008 Square Feet [1297287.50 Square Inches] 6285 patches before subdivision 227275 patches after subdivision sun extent from map=0.000000 90 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (36) transfers 52439886, max 2550 transfer lists: 400.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(94460, 107511, 96797) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(23337, 20859, 13328) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(6992, 5115, 2347) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2286, 1402, 469) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(784, 413, 105) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(277, 127, 26) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(100, 41, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(37, 14, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(14, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(5, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1175 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 28/1024 1344/49152 ( 2.7%) brushes 1107/8192 13284/98304 (13.5%) brushsides 9463/65536 75704/524288 (14.4%) planes 7740/65536 154800/1310720 (11.8%) vertexes 9580/65536 114960/786432 (14.6%) nodes 2156/65536 68992/2097152 ( 3.3%) texinfos 1734/12288 124848/884736 (14.1%) texdata 314/2048 10048/65536 (15.3%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1526/0 30520/0 ( 0.0%) disp_tris 2688/0 5376/0 ( 0.0%) disp_lmsamples 23731/0 23731/0 ( 0.0%) faces 6286/65536 352016/3670016 ( 9.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2474/65536 138544/3670016 ( 3.8%) leaves 2185/65536 69920/2097152 ( 3.3%) leaffaces 7444/65536 14888/131072 (11.4%) leafbrushes 2718/65536 5436/131072 ( 4.1%) areas 10/256 80/2048 ( 3.9%) surfedges 37756/512000 151024/2048000 ( 7.4%) edges 22397/256000 89588/1024000 ( 8.7%) LDR worldlights 90/8192 7920/720896 ( 1.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 605/32768 6050/327680 ( 1.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 9618/65536 19236/131072 (14.7%) cubemapsamples 17/1024 272/16384 ( 1.7%) overlays 51/512 17952/180224 (10.0%) LDR lightdata [variable] 12486288/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4415/16777216 ( 0.0%) entdata [variable] 194406/393216 (49.4%) LDR ambient table 2185/65536 8740/262144 ( 3.3%) HDR ambient table 2185/65536 8740/262144 ( 3.3%) LDR leaf ambient 7037/65536 197036/1835008 (10.7%) HDR leaf ambient 2185/65536 61180/1835008 ( 3.3%) 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] 1/20596 ( 0.0%) pakfile [variable] 1967483/0 ( 0.0%) physics [variable] 671995/4194304 (16.0%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 15547 Writing c:\users\vrej\desktop\programing\mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp 1 minute, 9 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Vrej\Desktop\Programing\Mapping\gm_vj_cityatwar\gm_vj_cityatwar.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\gm_vj_cityatwar.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -toconsole -dev -console +sv_lan 1 +map "gm_vj_cityatwar" -steam [/code]
I've also tried fixing this with Vrej and trust me when I say that the errors make no sense from our observations.
[QUOTE=onebit;47002529][url]http://www.interlopers.net/errors[/url][/QUOTE] Yep I use that website to fix many of the errors, but I tried the func_detail, didn't work.
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