Having trouble with lightmaps on huge maps, and how to make the world move in a scripted sequence.

I need a solution and an answer for a question that ive been curious about for a long time.

1: Im making an intro level for my mod, and the opening scene has a HUGE city and around it, a finely displaced level, the problem? When I decompile to test it in game ( And its not even finished yet) I see an error about not being able to generate a lightmap, then the dialogue box closes. If it makes a difference, I have the HDR box checked.

2: I have allways wanted to know how to make the world move when triggered, like a wall crumbling when the player walks by it, or a celing falling in ( Multiple chunks and then mabe a dust particle effect) Im not really sure how to go about doing it, but I know that it would probably take a while.

Anyways, the answers to these two questions would be greatly appreciated :slight_smile:

(I Didnt post in the enciclopedia because 70% of the time nobody answers your question.)

post the compile log.

You can use animations when you walk past a trigger OnTrigger|prop|setanimation|animationname|.

Yes they do, by Zyx, a few others, any myself. Same goes for the question megathread.

For lightmaps, you may consider compiling exclusively for HDR. I’m not sure how much that would help your problem, but it would reduce your map file size greatly.

you’re having the “surface is too big to have a lightmap” error, right?

displacements have limited lightmap precision for some reason, it’s tied to their size.

the bigger your displacement is, the higher the lightmap scale will need to be.

if you’re exactly on the limit, the map won’t compile

a good way to check the limit is to apply a lightmap of 1 on the displacement, then do a lift select, look at the lightmap scale it gave you and round UP to the next power of two (e.g. 38 -> 64)

The compile log closes. The only thing I can make out from it before it closes is something about lightmap limits, or “Cant generate lightmaps”

I know how to use prop animations, im talking about the actual world. Like lets say I build a wall, and then I clip it into a bunch of fragments, then I make it look like a headcrab canister was shot into the wall - wall crumbles onto ground ( Mabe makes a temp Point_hurt where the rubble falls, and then makes a dust effect that fades after a few seconds.)

Open where you saved the .vmf, there should be a .log file of the same name, thats your compile log.

Well using an animation would look better, but you can use func_physbox with motion disabled until you trigger them to enable motion.

But will it fall in a specific place?

Below itself.

Yeah, thats not exacly what I need, I need ever piece (Or just major pieces) to fall into a specific place, crushing an enemy, or something like that.

Then use a model with animation.

Ahem

The log for you sir:

materialPath: c:\program files (x86)\steam\steamapps\309978898\half-life 2 episode two\ep2\materials
Loading C:\Users\Owner\Desktop\VMF TUTS\TESTS\Pure Substance\PS opening scene.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\309978898\half-life 2 episode two\ep2\gameinfo.txt
fixing up env_cubemap materials on brush sides…
0…1…2…3…4…5…6…7…8…9…10**** leaked ****
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
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) (3087 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 6 texinfos to 4
Reduced 2 texdatas to 2 (43 bytes to 43)
Writing C:\Users\Owner\Desktop\VMF TUTS\TESTS\Pure Substance\PS opening scene.bsp
0 seconds elapsed

4 threads
reading c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.bsp
reading c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.prt
LoadPortals: couldn’t read c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.prt

[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.bsp
No vis information, direct lighting only.
11849 faces
46973081 square feet [6764123648.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
0…1…2…3…4…5…6…7…8…9…10Build Patch/Sample Hash Table(s)…Done<0.7562 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace Done
0 of 0 (0% 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 1/1024 48/49152 ( 0.1%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 160/65536 3200/1310720 ( 0.2%)
vertexes 12095/65536 145140/786432 (18.5%)
nodes 5295/65536 169440/2097152 ( 8.1%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 11849/65536 663544/3670016 (18.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 26/65536 1456/3670016 ( 0.0%)
leaves 5297/65536 169504/2097152 ( 8.1%)
leaffaces 11972/65536 23944/131072 (18.3%)
leafbrushes 2168/65536 4336/131072 ( 3.3%)
areas 1/256 8/2048 ( 0.4%)
surfedges 47950/512000 191800/2048000 ( 9.4%)
edges 24000/256000 96000/1024000 ( 9.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 110/32768 1100/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1338/65536 2676/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 17668636/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 241/393216 ( 0.1%)
LDR ambient table 5297/65536 21188/262144 ( 8.1%)
HDR ambient table 5297/65536 21188/262144 ( 8.1%)
LDR leaf ambient 3128/65536 87584/1835008 ( 4.8%)
HDR leaf ambient 5297/65536 148316/1835008 ( 8.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 105695/0 ( 0.0%)
physics [variable] 3087/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 24148
Writing c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.bsp
2 minutes, 1 second elapsed

materialPath: c:\program files (x86)\steam\steamapps\309978898\half-life 2 episode two\ep2\materials
Loading C:\Users\Owner\Desktop\VMF TUTS\TESTS\Pure Substance\PS opening scene.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\309978898\half-life 2 episode two\ep2\gameinfo.txt
fixing up env_cubemap materials on brush sides…
0…1…2…3…4…5…6…7…8…9…10**** leaked ****
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
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) (9359 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 6 texinfos to 4
Reduced 2 texdatas to 2 (43 bytes to 43)
Writing C:\Users\Owner\Desktop\VMF TUTS\TESTS\Pure Substance\PS opening scene.bsp
0 seconds elapsed

4 threads
reading c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.bsp
reading c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.prt
LoadPortals: couldn’t read c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.prt

[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.bsp
No vis information, direct lighting only.
14012 faces
33374624 square feet [4805945856.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
0…1…2…3…4…5…6…7…8…9…10Build Patch/Sample Hash Table(s)…Done<0.9241 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace Done
0 of 0 (0% 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 1/1024 48/49152 ( 0.1%)
brushes 24/8192 288/98304 ( 0.3%)
brushsides 188/65536 1504/524288 ( 0.3%)
planes 374/65536 7480/1310720 ( 0.6%)
vertexes 14814/65536 177768/786432 (22.6%)
nodes 5974/65536 191168/2097152 ( 9.1%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 14012/65536 784672/3670016 (21.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 103/65536 5768/3670016 ( 0.2%)
leaves 5976/65536 191232/2097152 ( 9.1%)
leaffaces 14282/65536 28564/131072 (21.8%)
leafbrushes 2452/65536 4904/131072 ( 3.7%)
areas 1/256 8/2048 ( 0.4%)
surfedges 57904/512000 231616/2048000 (11.3%)
edges 29036/256000 116144/1024000 (11.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 204/32768 2040/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2478/65536 4956/131072 ( 3.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 21797836/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 244/393216 ( 0.1%)
LDR ambient table 5976/65536 23904/262144 ( 9.1%)
HDR ambient table 5976/65536 23904/262144 ( 9.1%)
LDR leaf ambient 3539/65536 99092/1835008 ( 5.4%)
HDR leaf ambient 5976/65536 167328/1835008 ( 9.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 105695/0 ( 0.0%)
physics [variable] 9359/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 29468
Writing c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.bsp
2 minutes, 4 seconds elapsed

materialPath: c:\program files (x86)\steam\steamapps\309978898\half-life 2 episode two\ep2\materials
Loading C:\Users\Owner\Desktop\VMF TUTS\TESTS\Pure Substance\PS opening scene.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\309978898\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/ps opening scene/nature/blendsandsand008b_antlion_wvt_patch
Patching WVT material: maps/ps opening scene/concrete/blendbunk_conc01_wvt_patch
fixing up env_cubemap materials on brush sides…
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\Owner\Desktop\VMF TUTS\TESTS\Pure Substance\PS opening scene.prt…Building visibility clusters…
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.
Bad surface extents point: 5876.720703 -9400.689453 64.000000
Bad surface extents point: 2112.000000 -5635.971191 64.000000
Bad surface extents point: 7299.970215 -448.001282 64.000000
Bad surface extents point: 11064.699219 -4212.720703 64.000000
Bad surface extents - surface is too big to have a lightmap
material NATURE/BLENDSANDSAND008B_ANTLION around point (6588.3 -4924.3 64.0)
(dimension: 0, 153>126)

4 threads
reading c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.bsp
reading c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.prt
1173 portalclusters
2885 numportals
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7

materialPath: c:\program files (x86)\steam\steamapps\309978898\half-life 2 episode two\ep2\materials
Loading C:\Users\Owner\Desktop\VMF TUTS\TESTS\Pure Substance\PS opening scene.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\309978898\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/ps opening scene/nature/blendsandsand008b_antlion_wvt_patch
Patching WVT material: maps/ps opening scene/concrete/blendbunk_conc01_wvt_patch
fixing up env_cubemap materials on brush sides…
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\Owner\Desktop\VMF TUTS\TESTS\Pure Substance\PS opening scene.prt…Building visibility clusters…
done (0)
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.
Bad surface extents point: 5876.720703 -9400.689453 64.000000
Bad surface extents point: 2112.000000 -5635.971191 64.000000
Bad surface extents point: 7299.970215 -448.001282 64.000000
Bad surface extents point: 11064.699219 -4212.720703 64.000000
Bad surface extents - surface is too big to have a lightmap
material NATURE/BLENDSANDSAND008B_ANTLION around point (6588.3 -4924.3 64.0)
(dimension: 0, 153>126)

4 threads
reading c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.bsp
reading c:\users\owner\desktop\vmf tuts ests\pure substance\PS opening scene.prt
1173 portalclusters
2885 numportals
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…58…

[editline]5th August 2011[/editline]

Aha! Just saw the Leak** in the log, allthough that cant be possible, due to the surrounding skybox.


**** leaked ****

Map>load pointfile

Follow the red line to the hole and patch it. Displacements don’t seal the hole, nor do props and entities.


Bad surface extents point: 5876.720703 -9400.689453 64.000000
Bad surface extents point: 2112.000000 -5635.971191 64.000000
Bad surface extents point: 7299.970215 -448.001282 64.000000
Bad surface extents point: 11064.699219 -4212.720703 64.000000
Bad surface extents - surface is too big to have a lightmap
material NATURE/BLENDSANDSAND008B_ANTLION around point (6588.3 -4924.3 64.0)
(dimension: 0, 153>126)

view>go to coordinates
Remake the brushes near 6588.3 -4924.3 64.0

Thanks for the help, Ill go see if it works :slight_smile:

Uh oh, It seems I do not have a pointfile for my map. :confused:

[editline]6th August 2011[/editline]

Are you 100% sure that this cant be done -

You see, there is this guy named gordon, he doesnt like combine.

Gordon wants to know is a trigger could possibly accomplish the above.

[editline]6th August 2011[/editline]

Is this REALLY not possible? Because ive seen stuff like this before…

:confused:

Bump.

You could try a trigger_push outside the wall it comes from. Also you need to cover the top of your map.

just a map made for the explaination. And wouldn’t a trigger push, push the entire wall or can it push specific points on it.

[editline]6th August 2011[/editline]

Fuck it, this is an unrelated question, ill make a new thread.