Well i finished my first map.
Everything works perfectly fine, all doors, lighting, my skybox, etc.
The problem is that the map is extremely laggy.
When your in the map you load The entire map, everything in the map. I tried adding hidden/skip portions and that didnt help at all.
What am i doing wrong?
_______________
Well thanks for help everyone, they pointed out a few problems.
Since i had multiple leaks, for me to find out where, i just make a dark box around the map and put bright lights everywhere. Then i went inside the box after compiling and saw where the light was coming through.
Thanks for help though.
is VIS set to Normal?
Yes its set to Normal.
Did you happen to drag a huge func_viscluster over the entire map?
Can you see every part of the map when you type in "mat_wireframe 1" to the in-game console? (without quotes)
No to the func_viscluster
And yes to Mat_wireframe
[editline]08:11AM[/editline]
I started to add areaportals to all doorways and windows. No difference yet since i have nothing inside.
Are you using many flickering\changing lights?
[url]http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro[/url]
[editline]07:51AM[/editline]
Also take a pic of what your map looks like with mat_wireframe on.
snip snip snip.
By the way OP, give us some pictures to look at of your map, in hammer and ingame, and like firegod said with wireframe on.
Sorry i couldnt post picture of wireframe in-game. Once i enabled wireframe, it instantly crashed Gmod. I tried 3 times.
But heres the pics in hammer.
[url]http://img412.imageshack.us/slideshow/webplayer.php?id=32133584.jpg[/url]
What the fuck why do you have a random hint brush going across the map like that?
I would try adding in fog with a far z clip plane.
It might have leaked.
Thats what ive been thinking, That there might be a leak. But if there is, i have no idea where. Any idea on how i can find it? And ill try the fog thing now.
Map> Load point file. If you see a red line, follow it to the hole. entities, props, brush entities, displacements, and water do not fill the hole.
It's not "If you see a red line". If it asks you to pick a point file, there is no leak. If it doesn't, there is a leak and you need to [b]find[/b] the red line.
It asked me, shows no red line.
[editline]02:47AM[/editline]
Well i double checked, and i purposely made a hole and used load point file, and did the same thing.
Its not showing me any red line, or anything at all.
Uh, you compiled first right?
post the compile log, VBSP isn't writing a new bsp because of some other error (I'm betting he's got something really close to the edge of the grid)
Fog didnt help, and no nothing close to edge, ill post it in a a second.
And how the hell else can i play the map if i didnt compile it?
[editline]04:36AM[/editline]
[QUOTE]
materialPath: c:\program files\steam\steamapps\sexyfish1\half-life 2 episode two\ep2\materials
Loading C:\Documents and Settings\HP_Administrator\Desktop\VMF\Thed3vinetest2.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_2, using default
Could not locate 'GameData' key in c:\program files\steam\steamapps\sexyfish1\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/thed3vinetest2/concrete/blendbunk_conc01_wvt_patch
Patching WVT material: maps/thed3vinetest2/concrete/blendconcretedebris001a_wvt_patch
Patching WVT material: maps/thed3vinetest2/concrete/blendroad_broken01_wvt_patch
Patching WVT material: maps/thed3vinetest2/de_dust/groundsand_blend_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity func_button (1038.16 1774.91 -510.25) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3498.0 4096.0 2071.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3498.0 4096.0 710.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4010.0 4096.0 758.5)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 5120.0 758.5)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 4608.0 758.5)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2060.0 4096.0 -188.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2204.0 4096.0 -218.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2534.0 4096.0 -188.0)
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:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 364 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (6)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (1891866 bytes)
Error! prop_static using model "models/props_c17/bench01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/bench01a.mdl"!
Error! To use model "models/props_combine/breenconsole.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenconsole.mdl"!
Error! prop_static using model "models/props_c17/furniturecouch001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturecouch001a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_couch01a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_couch02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_couch02a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 8734 texinfos to 4352
Reduced 618 texdatas to 483 (24466 bytes to 20721)
Writing C:\Documents and Settings\HP_Administrator\Desktop\VMF\Thed3vinetest2.bsp
36 seconds elapsed
2 threads
reading c:\documents and settings\hp_administrator\desktop\vmf\Thed3vinetest2.bsp
reading c:\documents and settings\hp_administrator\desktop\vmf\Thed3vinetest2.prt
LoadPortals: couldn't read c:\documents and settings\hp_administrator\desktop\vmf\Thed3vinetest2.prt
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\documents and settings\hp_administrator\desktop\vmf\Thed3vinetest2.bsp
No vis information, direct lighting only.
23859 faces
8 degenerate faces
2578712 square feet [371334656.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
WARNING: light_spot at (-1976 -1334 351) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-1976 -1334 312) has outer angle larger than 90 degrees! Clamping to 90...
428 direct lights
0
WARNING: Too many light styles on a face at (-2506.500000, -1175.000000, 349.000000)
WARNING: Too many light styles on a face at (-2460.511719, -1302.535767, 349.000000)
WARNING: Too many light styles on a face at (-2487.165527, -1275.000000, 349.000000)
WARNING: Too many light styles on a face at (-2495.916016, -1254.999878, 349.000000)
WARNING: Too many light styles on a face at (-2503.750244, -1227.000000, 349.000000)
WARNING: Too many light styles on a face at (-2506.375000, -1207.000122, 349.000000)
WARNING: Too many light styles on a face at (-2506.500000, -1175.000000, 336.000000)
WARNING: Too many light styles on a face at (-2460.511719, -1302.535767, 336.000000)
WARNING: Too many light styles on a face at (-2487.165527, -1275.000000, 336.000000)
WARNING: Too many light styles on a face at (-2498.666260, -1251.598999, 336.000000)
WARNING: Too many light styles on a face at (-2503.750244, -1227.000000, 336.000000)
WARNING: Too many light styles on a face at (-2506.375000, -1207.000122, 336.000000)
WARNING: Too many light styles on a face at (-2487.165527, -1275.000000, 323.000000)
WARNING: Too many light styles on a face at (-2467.000000, -1298.657104, 323.000000)
WARNING: Too many light styles on a face at (-2495.916016, -1254.999878, 323.000000)
WARNING: Too many light styles on a face at (-2506.375000, -1207.000122, 323.000000)
WARNING: Too many light styles on a face at (-2502.000244, -1233.999634, 323.000000)
WARNING: Too many light styles on a face at (-2506.500000, -1175.000000, 323.000000)
WARNING: Too many light styles on a face at (-2506.375000, -1207.000000, 310.000000)
WARNING: Too many light styles on a face at (-2506.500000, -1175.000000, 310.000000)
WARNING: Too many light styles on a face at (-2503.750000, -1227.000000, 310.000000)
WARNING: Too many light styles on a face at (-2495.917236, -1254.999878, 310.000000)
WARNING: Too many light styles on a face at (-2487.166260, -1275.000000, 310.000000)
WARNING: Too many light styles on a face at (-2460.511719, -1302.535767, 310.000000)
.
WARNING: Too many light styles on a face at (-2504.000000, -1198.000000, 356.199982)
WARNING: Too many light styles on a face at (-2505.605469, -1166.552612, 360.000000)
WARNING: Too many light styles on a face at (-2504.000000, -1198.000000, 344.500000)
WARNING: Too many light styles on a face at (-2504.000000, -1198.000000, 331.500000)
WARNING: Too many light styles on a face at (-2504.000000, -1198.000000, 294.399994)
WARNING: Too many light styles on a face at (-2504.000000, -1198.000000, 318.500000)
WARNING: Too many light styles on a face at (-2507.000000, -1197.999512, 350.999878)
WARNING: Too many light styles on a face at (-2507.000000, -1198.000000, 337.149994)
WARNING: Too many light styles on a face at (-2509.218994, -1160.875488, 359.999939)
WARNING: Too many light styles on a face at (-2507.000000, -1197.999878, 322.649994)
WARNING: Too many light styles on a face at (-2507.000000, -1197.999512, 311.999878)
WARNING: Too many light styles on a face at (-2457.469971, -1306.151978, 379.500000)
WARNING: Too many light styles on a face at (-2470.231445, -1295.359863, 379.500000)
WARNING: Too many light styles on a face at (-2486.007324, -1275.583374, 379.500000)
WARNING: Too many light styles on a face at (-2497.529785, -1247.757446, 379.500000)
WARNING: Too many light styles on a face at (-2502.257813, -1227.875977, 379.500000)
WARNING: Too many light styles on a face at (-2502.007813, -1217.875977, 356.199982)
WARNING: Too many light styles on a face at (-2502.007813, -1217.875977, 294.399994)
WARNING: Too many light styles on a face at (-2502.007813, -1217.875977, 344.500000)
WARNING: Too many light styles on a face at (-2502.007813, -1217.875977, 331.500000)
WARNING: Too many light styles on a face at (-2502.007813, -1217.875977, 318.500000)
WARNING: Too many light styles on a face at (-2496.029785, -1245.757446, 356.199982)
WARNING: Too many light styles on a face at (-2496.029785, -1245.757446, 294.399994)
WARNING: Too many light styles on a face at (-2496.029785, -1245.757446, 318.500000)
WARNING: Too many light styles on a face at (-2496.029785, -1245.757446, 331.500000)
WARNING: Too many light styles on a face at (-2496.029785, -1245.757446, 344.500000)
WARNING: Too many light styles on a face at (-2488.410400, -1265.615356, 356.199982)
WARNING: Too many light styles on a face at (-2488.410400, -1265.615356, 294.399994)
WARNING: Too many light styles on a face at (-2488.410400, -1265.615356, 318.500000)
WARNING: Too many light styles on a face at (-2488.410400, -1265.615356, 331.500000)
WARNING: Too many light styles on a face at (-2488.410400, -1265.615356, 344.500000)
WARNING: Too many light styles on a face at (-2468.564941, -1293.359863, 356.199982)
WARNING: Too many light styles on a face at (-2468.564941, -1293.359863, 294.399994)
WARNING: Too many light styles on a face at (-2468.564941, -1293.359863, 331.500000)
WARNING: Too many light styles on a face at (-2468.564941, -1293.359863, 318.500000)
WARNING: Too many light styles on a face at (-2468.564941, -1293.359863, 344.500000)
WARNING: Too many light styles on a face at (-2457.469971, -1302.151978, 356.199982)
WARNING: Too many light styles on a face at (-2457.469238, -1302.152344, 294.400085)
WARNING: Too many light styles on a face at (-2457.469971, -1302.151978, 331.500000)
WARNING: Too many light styles on a face at (-2457.469971, -1302.151978, 344.500000)
WARNING: Too many light styles on a face at (-2457.469971, -1302.151978, 318.500000)
WARNING: Too many light styles on a face at (-2466.951172, -1298.149780, 351.000122)
WARNING: Too many light styles on a face at (-2466.951172, -1298.149780, 312.000122)
WARNING: Too many light styles on a face at (-2466.950928, -1298.149902, 322.600006)
WARNING: Too many light styles on a face at (-2466.951172, -1298.149902, 337.100067)
WARNING: Too many light styles on a face at (-2471.564941, -1293.359985, 351.000031)
WARNING: Too many light styles on a face at (-2471.564941, -1293.359985, 337.100006)
WARNING: Too many light styles on a face at (-2471.564941, -1293.359863, 322.600006)
WARNING: Too many light styles on a face at (-2471.564941, -1293.359985, 312.000031)
WARNING: Too many light styles on a face at (-2491.410400, -1265.615112, 312.000000)
WARNING: Too many light styles on a face at (-2491.410400, -1265.615112, 351.000000)
WARNING: Too many light styles on a face at (-2491.410400, -1265.615112, 322.600006)
WARNING: Too many light styles on a face at (-2491.410400, -1265.615112, 337.100006)
WARNING: Too many light styles on a face at (-2499.029785, -1245.757446, 351.000000)
WARNING: Too many light styles on a face at (-2499.029785, -1245.757446, 312.000000)
WARNING: Too many light styles on a face at (-2499.029785, -1245.757446, 322.600006)
WARNING: Too many light styles on a face at (-2499.029785, -1245.757446, 337.100006)
WARNING: Too many light styles on a face at (-2505.007813, -1217.876587, 351.000000)
WARNING: Too many light styles on a face at (-2505.007813, -1217.876587, 337.100006)
WARNING: Too many light styles on a face at (-2505.007813, -1217.876587, 322.600006)
WARNING: Too many light styles on a face at (-2505.007813, -1217.876587, 312.000000)
..1...2...3...4...5...6...7...8..
WARNING: Too many light styles on a face at (-2425.000000, -1160.000000, 289.000000)
WARNING: Too many light styles on a face at (-2379.350342, -1172.199951, 289.000000)
WARNING: Too many light styles on a face at (-2457.000000, -1138.000000, 281.000000)
.9...10Build Patch/Sample Hash Table(s).....Done<0.0780 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
3 of 3 (100% 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 133/1024 6384/49152 (13.0%)
brushes 5397/8192 64764/98304 (65.9%)
brushsides 35184/65536 281472/524288 (53.7%)
planes 14136/65536 282720/1310720 (21.6%)
vertexes 40465/65536 485580/786432 (61.7%)
nodes 16049/65536 513568/2097152 (24.5%)
texinfos 4352/12288 313344/884736 (35.4%)
texdata 483/2048 15456/65536 (23.6%)
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 23859/65536 1336104/3670016 (36.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12940/65536 724640/3670016 (19.7%)
leaves 16183/65536 517856/2097152 (24.7%)
leaffaces 29107/65536 58214/131072 (44.4%)
leafbrushes 10225/65536 20450/131072 (15.6%)
areas 9/256 72/2048 ( 3.5%)
surfedges 166321/512000 665284/2048000 (32.5%)
edges 99370/256000 397480/1024000 (38.8%)
LDR worldlights 428/8192 37664/720896 ( 5.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 2258/32768 22580/327680 ( 6.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 38400/65536 76800/131072 (58.6%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 13333276/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 372189/393216 (94.7%) VERY FULL!
LDR ambient table 16183/65536 64732/262144 (24.7%)
HDR ambient table 16183/65536 64732/262144 (24.7%)
LDR leaf ambient 65048/65536 1821344/1835008 (99.3%) VERY FULL!
HDR leaf ambient 16183/65536 453124/1835008 (24.7%)
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] 1/11764 ( 0.0%)
pakfile [variable] 437779/0 ( 0.0%)
physics [variable] 1891866/4194304 (45.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 66617
Writing c:\documents and settings\hp_administrator\desktop\vmf\Thed3vinetest2.bsp
25 minutes, 5 seconds elapsed
[/QUOTE]
[editline]04:39AM[/editline]
And yes, you dont need to mention about the area portals or the props.
You have a leak in your map. Load Pointfile should load something... but make sure there isn't any entities or brushes floating around in the void.
Too many light styles on face is a fatal error if I remember correctly, you should fix that and the other errors in there.
How do i check where they are?
[editline]09:14PM[/editline]
How do i get to these points theyre giving me in the log?
View> Go to coordinates
Well thanks for help everyone, they pointed out a few problems.
Since i had multiple leaks, for me to find out where, i just make a dark box around the map and put bright lights everywhere. Then i went inside the box after compiling and saw where the light was coming through.
Thanks for help though.
What are VIS? I am a noob, and I would like to lean some HDR and stuff. I heard you can reduce lag by not rendering textures and walls when you arent looking at it.
In layman's terms VVis is the compile tool that tells the game which areas can see what.
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