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Old 01-21-2008, 07:06 PM   #1
~Fr0sT~
 
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Kinda Curious about compile/map Limits

** Executing...
** Command: "c:\program files\steam\steamapps\~fr0st~\sourcesdk\bin\ep1\bi n\vbsp.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\FortressForever" "C:\Program Files\Steam\SteamApps\work\e_fort_test"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\SteamApps\SourceMods\FortressForever\m aterials
Loading C:\Program Files\Steam\SteamApps\work\e_fort_test.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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\work\e_fort_test.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_03*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_03rt"
Can't load skybox file skybox/sky_day02_03 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 (0) (123138 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 257 texinfos to 145
Reduced 26 texdatas to 24 (647 bytes to 577)
Writing C:\Program Files\Steam\SteamApps\work\e_fort_test.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\~fr0st~\sourcesdk\bin\ep1\bi n\vvis.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\FortressForever" "C:\Program Files\Steam\SteamApps\work\e_fort_test"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\work\e_fort_test.bsp
reading c:\program files\steam\steamapps\work\e_fort_test.prt
576 portalclusters
1702 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (148)
Optimized: 788 visible clusters (0.00%)
Total clusters visible: 144806
Average clusters visible: 251
Building PAS...
Average clusters audible: 558
visdatasize:78226 compressed from 82944
writing c:\program files\steam\steamapps\work\e_fort_test.bsp
2 minutes, 29 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\~fr0st~\sourcesdk\bin\ep1\bi n\vrad.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\FortressForever" "C:\Program Files\Steam\SteamApps\work\e_fort_test"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\~fr0st~\sourcesdk\bin\ep1\bi n\lights.rad.

Loading c:\program files\steam\steamapps\work\e_fort_test.bsp
2122 faces
507746 square feet [73115496.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2122 patches before subdivision
48620 patches after subdivision
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (140)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (38)
transfers 8303620, max 961
transfer lists: 63.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(201331, 177120, 153226)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(22727, 18856, 15486)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #3 added RGB(2899, 2319, 1866)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(382, 293, 232)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(53, 39, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(7, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0674 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% 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 13/1024 624/49152 ( 1.3%)
brushes 327/8192 3924/98304 ( 4.0%)
brushsides 2582/65536 20656/524288 ( 3.9%)
planes 1270/65536 25400/1310720 ( 1.9%)
vertexes 3642/65536 43704/786432 ( 5.6%)
nodes 1339/65536 42848/2097152 ( 2.0%)
texinfos 145/12288 10440/884736 ( 1.2%)
texdata 24/2048 768/65536 ( 1.2%)
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 2122/65536 118832/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 929/65536 52024/3670016 ( 1.4%)
leaves 1353/65536 43296/2097152 ( 2.1%)
leaffaces 2436/65536 4872/131072 ( 3.7%)
leafbrushes 928/65536 1856/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 13444/512000 53776/2048000 ( 2.6%)
edges 7434/256000 29736/1024000 ( 2.9%)
LDR worldlights 18/8192 1584/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 134/32768 1340/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2037/65536 4074/131072 ( 3.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3683868/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 78226/16777216 ( 0.5%)
entdata [variable] 16722/393216 ( 4.3%)
LDR leaf ambient 1353/65536 32472/1572864 ( 2.1%)
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] 1/2428 ( 0.0%)
pakfile [variable] 20302/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 123138/4194304 ( 2.9%)
==== Total Win32 BSP file data space used: 4414500 bytes ====

Total triangle count: 5507
Writing c:\program files\steam\steamapps\work\e_fort_test.bsp
3 minutes, 10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\work\e_fort_test.bsp" "c:\program files\steam\SteamApps\WORK\e_fort_test.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\~fr0st~\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\FortressForever" +map "e_fort_test"


This is my Compile log. The items highlighted in blue, are they a problem? and/or what could be causing this? Im using the Steam .exe's if there are better out there anyone gotta link? Also I keep having to trim some brushes off of my map because i keep getting the "Warning : Portals saw into Clusters" error how big of a problem is this? I read that its cause by putting too many angles in brushes. but some maps ive decompiled have a huge amount of brushes in them. Many with alot of angles. Just curious if im doin somthing wrong. i anyone cares to help lemme know i could explain more. Thanks ~Fr0sT~[e]
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Old 01-24-2008, 06:28 PM   #2
shadow
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The sky you're using doesn't have an HDR version, but since FF doesnt support HDR (I don't think?) it doesn't matter.

The second error is not having a .rad file which describes texture lighting, ie, textures which produce lighting effects. Most people probably never use these, and they're somewhat obselete so I wouldn't worry about that unless you wanted to go and use them...
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Old 01-24-2008, 10:14 PM   #3
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ff_Waterpolo has HDR
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