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Old 11-21-2010, 07:37 PM   #1
GambiT
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map won't compile, no errors, WTF??

Man, i've been gone entirely to long i guess, i dunno wtf is going on but vvis will not compile. i get no errors and half of my texture lights in game do not emit light(as if i had a leak, but i don't).

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps\SourceMods\FortressForever\materials
Loading C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d.vmf
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)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1844 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
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 (1) (830472 bytes)
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 4338 texinfos to 2458
Reduced 53 texdatas to 45 (1617 bytes to 1251)
Writing C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d"

Valve Software - vvis.exe (Nov  8 2007)
4 threads
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\my maps\ff_hollow_g\1d.bsp
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\my maps\ff_hollow_g\1d.prt
 337 portalclusters
 693 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 (1)
Optimized: 12 visible clusters (0.00%)
Total clusters visible: 25545
Average clusters visible: 75
Building PAS...
Average clusters audible: 144
visdatasize:23058  compressed from 32352
writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\my maps\ff_hollow_g\1d.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[9 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\my maps\ff_hollow_g\1d.bsp
4182 faces
288705 square feet [41573540.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4182 patches before subdivision
40936 patches after subdivision
207 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (80)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (16)
transfers 5984028, max 951
transfer lists:  45.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(50821, 48487, 57911)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(6221, 5746, 6160)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(1747, 1619, 1711)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(487, 449, 475)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(162, 149, 159)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(56, 51, 55)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(20, 18, 20)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(7, 7, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(3, 3, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0307 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
4 of 204 (1% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  39/1024         1872/49152    ( 3.8%) 
brushes               2699/8192        32388/98304    (32.9%) 
brushsides           21614/65536      172912/524288   (33.0%) 
planes                6754/65536      135080/1310720  (10.3%) 
vertexes              8733/65536      104796/786432   (13.3%) 
nodes                 1072/65536       34304/2097152  ( 1.6%) 
texinfos              2458/12288      176976/884736   (20.0%) 
texdata                 45/2048         1440/65536    ( 2.2%) 
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                 4182/65536      234192/3670016  ( 6.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3774/65536      211344/3670016  ( 5.8%) 
leaves                1112/65536       35584/2097152  ( 1.7%) 
leaffaces             5468/65536       10936/131072   ( 8.3%) 
leafbrushes           4290/65536        8580/131072   ( 6.5%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            35224/512000     140896/2048000  ( 6.9%) 
edges                23001/256000      92004/1024000  ( 9.0%) 
LDR worldlights        207/8192        18216/720896   ( 2.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            783/32768        7830/327680   ( 2.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         14487/65536       28974/131072   (22.1%) 
cubemapsamples           6/1024           96/16384    ( 0.6%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     4018812/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       23058/16777216 ( 0.1%) 
entdata               [variable]       11774/393216   ( 3.0%) 
LDR leaf ambient      1112/65536       26688/1572864  ( 1.7%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/1076     ( 0.1%) 
pakfile               [variable]       73005/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      830472/4194304  (19.8%) 
==== Total Win32 BSP file data space used: 6432255 bytes ====

Total triangle count: 12188
Writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\my maps\ff_hollow_g\1d.bsp
1 minute, 41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d.bsp" "c:\program files\steam\steamapps\SourceMods\FortressForever\maps\1d.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\c:\program files\steam\steamapps\robbhebert\source sdk base\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever"  +map "1d"






__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
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Old 11-21-2010, 08:48 PM   #2
moosh
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What map is that? It looks absolutely sexy.


edit: hollow?

Last edited by moosh; 11-21-2010 at 08:50 PM.
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Old 11-21-2010, 10:07 PM   #3
squeek.
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Send a message via AIM to squeek.
No clue. Never seen that happen before.

Maybe check if the pointfile exists/loads?
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Old 11-21-2010, 11:19 PM   #4
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Check to see if vvis.exe isn't locked up in your processes.
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Old 11-21-2010, 11:58 PM   #5
donkeyhacks
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SEXY
MAP
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Old 11-22-2010, 10:22 PM   #6
GambiT
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yes it is Hollow

no pointfile(no leak)

vvis is not locked up

i'm absolutely stumped by this. its not giving me any errors what so ever, vvis simply will not run, or will, but won't. lol

i'm going to try something in a lil while, but i don't have any hope of it helping...
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
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Old 11-23-2010, 03:03 AM   #7
GambiT
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i've tried everything i can think of and everything suggested, and nothing worked.....

man it was turning out to be a beautiful map to, oh well
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
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Old 11-23-2010, 03:06 AM   #8
Crazycarl
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It seems that vvis is running, albeit very quickly. If you use mat_wireframe, do walls stop vis like they should?

Try: copy and paste everything into a new file.
Randomly cordon off parts of the map and compile
run glview to see if the leaves look normal
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Old 11-23-2010, 03:12 AM   #9
GambiT
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do you want the vmf? i've literally been fighting this for about 5 days now. i worked nights this weekend and brought my laptop to work, 12 hours a night plus a few before i went back to work. i'm tired of messing with it.
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
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Old 11-23-2010, 03:16 AM   #10
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Yes, I'll give it a try.
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Old 11-23-2010, 04:51 AM   #11
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I see absolutely no problem with vvis. Yes, it runs for one second, but it seems to be getting the job done. All the texture lights seem to be working, except they don't all light up the walls around them (If you get close you can see your weapon light up, so they do work). I suggest you just use light entities, as those give you a lot more control and I don't think they will give you any trouble.
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Old 11-23-2010, 05:32 PM   #12
GambiT
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them not lighting the walls was the main problem for me.

so what your saying is i have mad optimization skillz and it only takes vvis 1 second to do its job?? lol

yea, now i have to clean the map back up, i messed up all kinds of crap trying to fix this problem.

EDIT: i appreciate your help man!
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------

Last edited by GambiT; 11-23-2010 at 05:33 PM.
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Old 11-27-2010, 05:24 AM   #13
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this sh*t is really pi$$ing me off now, wtf????

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps\SourceMods\FortressForever\materials
Loading C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1420 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
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 (1) (1207441 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5822 texinfos to 3201
Reduced 59 texdatas to 51 (1881 bytes to 1510)
Writing C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b"

Valve Software - vvis.exe (Nov  8 2007)
4 threads
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.prt
 642 portalclusters
1589 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 (4)
Optimized: 283 visible clusters (0.00%)
Total clusters visible: 76837
Average clusters visible: 119
Building PAS...
Average clusters audible: 385
visdatasize:80129  compressed from 112992
writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[9 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp
5774 faces
1 degenerate faces
345670 square feet [49776496.00 square inches]
0 displacements
0 square feet [0.00 square inches]
5773 patches before subdivision
46683 patches after subdivision
411 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (98)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (22)
transfers 8289450, max 1085
transfer lists:  63.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(59862, 56069, 76308)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(8291, 7394, 11444)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2404, 2145, 3496)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(703, 622, 1118)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(247, 218, 409)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(88, 77, 152)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(34, 29, 59)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(13, 11, 23)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(5, 4, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(2, 2, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0279 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
141 of 409 (34% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  92/1024         4416/49152    ( 9.0%) 
brushes               3808/8192        45696/98304    (46.5%) 
brushsides           30480/65536      243840/524288   (46.5%) 
planes                9450/65536      189000/1310720  (14.4%) 
vertexes             11729/65536      140748/786432   (17.9%) 
nodes                 2139/65536       68448/2097152  ( 3.3%) 
texinfos              3201/12288      230472/884736   (26.0%) 
texdata                 51/2048         1632/65536    ( 2.5%) 
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                 5774/65536      323344/3670016  ( 8.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5049/65536      282744/3670016  ( 7.7%) 
leaves                2232/65536       71424/2097152  ( 3.4%) 
leaffaces             7218/65536       14436/131072   (11.0%) 
leafbrushes           6814/65536       13628/131072   (10.4%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            47504/512000     190016/2048000  ( 9.3%) 
edges                30492/256000     121968/1024000  (11.9%) 
LDR worldlights        411/8192        36168/720896   ( 5.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            942/32768        9420/327680   ( 2.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         17640/65536       35280/131072   (26.9%) 
cubemapsamples          14/1024          224/16384    ( 1.4%) 
overlays                 5/512          1760/180224   ( 1.0%) 
LDR lightdata         [variable]     4637276/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       80129/16777216 ( 0.5%) 
entdata               [variable]       23471/393216   ( 6.0%) 
LDR leaf ambient      2232/65536       53568/1572864  ( 3.4%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/884      ( 0.1%) 
pakfile               [variable]      153598/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     1207441/4194304  (28.8%) 
==== Total Win32 BSP file data space used: 8180173 bytes ====

Total triangle count: 16307
Writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp
2 minutes, 9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.bsp" "c:\program files\steam\steamapps\SourceMods\FortressForever\maps\1b.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\c:\program files\steam\steamapps\robbhebert\source sdk base\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever"  +map "1b"
still getting this sh*t:






also, for some reason i now have a clock counting down under the map name, its the same LUA i've been using....
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-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
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Old 11-27-2010, 10:37 AM   #14
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Completely clutching at straws... Is it anything to do with the negative scale on the texture or something. As if the light is emitting in (to the brushes) rather than out (into the world) or something random like that...

Random thought.
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Old 11-27-2010, 03:50 PM   #15
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your talking about the angles/slopes i have the lights at? if so i thought about that and was going to try something later to test that, but so far it doesnt appear to be the cause.

i'm also getting "141 of 409 (34% of) surface lights went in leaf ambient cubes." but nobody seems to know what it means or how to fix it. from what i gather it should be 0% as opposed to 34%
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-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
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-------------------FF_Hollow_G(WIP)---------------------
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Old 11-27-2010, 05:30 PM   #16
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Try asking the guys at Valve for help?
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Old 11-27-2010, 05:44 PM   #17
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i am/have, they haven't responded but the other mappers haven't the slightest clue what the hell is going on..
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-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
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Old 11-27-2010, 06:50 PM   #18
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This has happend to me once before. Try copy pasting the whole map into a new vmf file, for whatever reason it worked for me. I also don't know if it was suggested since I'm on my phone but try centering the origins . Otherwise I'd say redo it even though I know that sucks. Atleast it's just a port though. Hope that helps.
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Old 11-27-2010, 07:05 PM   #19
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i tried centering origins, didn't work. and i was afraid i'd have to redo it, but oh well i guess.
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-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
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Old 11-27-2010, 09:06 PM   #20
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Seriously--light_spot is your friend. However, I'm looking through the vrad source code and I'll post what I can find on the Steampowered forum.

Last edited by Crazycarl; 11-27-2010 at 09:07 PM.
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