01-21-2008, 07:06 PM | #1 |
Join Date: Jan 2008
Posts Rated Helpful 0 Times
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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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01-24-2008, 06:28 PM | #2 |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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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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01-24-2008, 10:14 PM | #3 |
Community Member
Server Owner
Beta Tester Forum Moderator Join Date: Mar 2007
Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout Gametype: AvD Affiliations: :e0:Eternal Order Leader Posts Rated Helpful 12 Times
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ff_Waterpolo has HDR
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