T Junctions i need some help i have no idea were to turn....
6 replies, posted
ok i have been looking every where for some help on this. I have removed all func_detail in level in attempts to fix this recent event i have been getting any help would be gratefully appreciated.
How would i fix this.
What should i look for.... here is my compile log.
I know there is textures it canot see i accidentaly took them out when i was making the workshop content....
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** Executing...
** Command: "D:\steam game\ZMR\SteamApps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod" "D:\Gmod Maps\rp_nationallife.vmf"
Valve Software - vbsp.exe (Mar 14 2016)
4 threads
materialPath: D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod\materials
Loading D:\Gmod Maps\rp_nationallife.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "agency/concrete/concretewall01" not found.
Material not found!: AGENCY/CONCRETE/CONCRETEWALL01
material "agency/wall/marble01" not found.
Material not found!: AGENCY/WALL/MARBLE01
material "ajacks/ben_blackmetal" not found.
Material not found!: AJACKS/BEN_BLACKMETAL
material "de_chateau/stairconcrete02" not found.
Material not found!: DE_CHATEAU/STAIRCONCRETE02
Could not locate 'GameData' key in d:\steam game\zmr\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_nationallife/nature/blendgrassgravel002a_wvt_patch
fixing up env_cubemap materials on brush sides...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity func_button (-6517.00 7237.00 -258.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0 13312.0 495.5)
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 (6144.0 12800.0 495.5)
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 (4608.0 13312.0 495.5)
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 (3584.0 13312.0 495.5)
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 (6144.0 11776.0 495.5)
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 (6144.0 10752.0 495.5)
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 (6144.0 9728.0 495.5)
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 (3072.0 10752.0 495.5)
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:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 34 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (4154 prims, max 32768 :: 65538 indices, max 65536)
** Executing...
** Command: "D:\steam game\ZMR\SteamApps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod" "D:\Gmod Maps\rp_nationallife"
Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading d:\gmod maps\rp_nationallife.bsp
reading d:\gmod maps\rp_nationallife.prt
LoadPortals: couldn't read d:\gmod maps\rp_nationallife.prt
** Executing...
** Command: "D:\steam game\ZMR\SteamApps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod" "D:\Gmod Maps\rp_nationallife"
Valve Software - vrad.exe SSE (Dec 9 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\gmod maps\rp_nationallife.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.62 seconds)
35208 faces
34 degenerate faces
4333282 square feet [623992640.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.052336
176 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (247)
Build Patch/Sample Hash Table(s).....Done<0.1613 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
FinalLightFace Done
0 of 2 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (87)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 86/1024 4128/49152 ( 8.4%)
brushes 4550/8192 54600/98304 (55.5%)
brushsides 33582/65536 268656/524288 (51.2%)
planes 19530/65536 390600/1310720 (29.8%)
vertexes 59186/65536 710232/786432 (90.3%) VERY FULL!
nodes 25487/65536 815584/2097152 (38.9%)
texinfos 3458/12288 248976/884736 (28.1%)
texdata 209/2048 6688/65536 (10.2%)
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 35208/65536 1971648/3670016 (53.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12697/65536 711032/3670016 (19.4%)
leaves 25574/65536 818368/2097152 (39.0%)
leaffaces 39971/65536 79942/131072 (61.0%)
leafbrushes 14814/65536 29628/131072 (22.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 219780/512000 879120/2048000 (42.9%)
edges 131936/256000 527744/1024000 (51.5%)
LDR worldlights 176/8192 15488/720896 ( 2.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3980/32768 39800/327680 (12.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 62514/65536 125028/131072 (95.4%) VERY FULL!
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 20014664/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 103431/393216 (26.3%)
LDR ambient table 25574/65536 102296/262144 (39.0%)
HDR ambient table 25574/65536 102296/262144 (39.0%)
LDR leaf ambient 105004/65536 2940112/1835008 (160.2%) VERY FULL!
HDR leaf ambient 25574/65536 716072/1835008 (39.0%)
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] 1/5616 ( 0.0%)
pakfile [variable] 353043/0 ( 0.0%)
physics [variable] 1692030/4194304 (40.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 98303
Writing d:\gmod maps\rp_nationallife.bsp
6 minutes, 8 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Gmod Maps\rp_nationallife.bsp" "D:\steam game\ZMR\SteamApps\common\GarrysMod\garrysmod\maps\rp_nationallife.bsp"
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First of all, your map is [URL="https://developer.valvesoftware.com/wiki/Leak"]leaking[/URL], so please fix that. Second, [URL="https://developer.valvesoftware.com/wiki/Lightmap_Scale#Lightmap_Scale"]Raising the lightmap scale[/URL] will help TREMENDOUSLY with the t-junc limit. If not, you have 4 options.
1. Remove portions of func_detail until you get it to compile.
2. Convert portions of func_detail into world geometry. (can cause longer compiles)
3. Convert portions of func_detail into models (can be complicated)
4. Add -notjunc to $bsp_exe in [URL="https://developer.valvesoftware.com/wiki/Expert_compile_mode"]Expert Compile Mode[/URL] (Not the best solution, but the easiest.)
how would one raise the light map
also i have no func_detail left still does it
[QUOTE=BasonTaylor;51980870]how would one raise the light map[/QUOTE]
[img]http://i.imgur.com/clnb7Fc.png[/img]
It's a base scale of 16, so try 32 or even 64 if that's not enough
Steps 1 and 2 don't need to be done btw, it just makes it nicer to see what's actually going on ^_^
how do i bring that tool up to change it?
edit: Fixed lel Shift + a
[editline]19th March 2017[/editline]
is there a way to make it defalt to a certant num?
Yeah, in the top left under tools > options > game configuration the default light map scale is there
I wouldn't personally change it though, cause it will make future projects look less pretty and I'd forget I changed it lol
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