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** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "E:\mapping\Team Fortress 2\cp_change\cp_change_alpha_2.vmf"
Valve Software - vbsp.exe (Mar 4 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading E:\mapping\Team Fortress 2\cp_change\cp_change_alpha_2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_change_alpha_2/dev/dev_blendmeasure_wvt_patch
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 82 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing E:\mapping\Team Fortress 2\cp_change\cp_change_alpha_2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 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) (2214348 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5992 texinfos to 3137
Reduced 20 texdatas to 17 (505 bytes to 415)
Writing E:\mapping\Team Fortress 2\cp_change\cp_change_alpha_2.bsp
9 seconds elapsed
-0.812800 -2.641600 0.000000
-0.812800 -2.438400 0.000000
-0.812800 2.438400 0.000000
-2.438400 -2.438400 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.812800 -2.438400 0.000000
-2.438400 2.641600 0.000000
-0.812800 2.641600 0.000000
-0.812800 -2.641600 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.812800 -2.438400 0.000000
-2.438400 2.641600 0.000000
-0.812800 2.641600 0.000000
-0.812800 -2.641600 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -fast "E:\mapping\Team Fortress 2\cp_change\cp_change_alpha_2"
Valve Software - vvis.exe (Mar 4 2014)
fastvis = true
4 threads
reading e:\mapping\team fortress 2\cp_change\cp_change_alpha_2.bsp
reading e:\mapping\team fortress 2\cp_change\cp_change_alpha_2.prt
7333 portalclusters
22836 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (18)
Optimized: 1769344 visible clusters (3.87%)
Total clusters visible: 45669663
Average clusters visible: 6227
Building PAS...
Average clusters audible: 7313
visdatasize:13106786 compressed from 13492720
writing e:\mapping\team fortress 2\cp_change\cp_change_alpha_2.bsp
27 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "E:\mapping\Team Fortress 2\cp_change\cp_change_alpha_2"
Valve Software - vrad.exe SSE (Mar 4 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading e:\mapping\team fortress 2\cp_change\cp_change_alpha_2.bsp
Setting up ray-trace acceleration structure... Done (3.65 seconds)
30841 faces
2936265 square feet [422822240.00 square inches]
80 Displacements
199 Square Feet [28765.75 Square Inches]
30841 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
418619 patches after subdivision
sun extent from map=0.087156
3340 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (296)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (367)
transfers 86008656, max 5015
transfer lists: 656.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2582069, 1461280, 1343258)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(450677, 126795, 112115)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(122256, 13947, 12502)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(39154, 1596, 1430)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(14224, 197, 178)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(5521, 25, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2243, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(940, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(404, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(177, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(79, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(36, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(16, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0967 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
FinalLightFace Done
127 of 734 (17% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (32)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 86/1024 4128/49152 ( 8.4%)
brushes 6227/8192 74724/98304 (76.0%)
brushsides 42104/65536 336832/524288 (64.2%)
planes 11912/65536 238240/1310720 (18.2%)
vertexes 45167/65536 542004/786432 (68.9%)
nodes 15622/65536 499904/2097152 (23.8%)
texinfos 3137/12288 225864/884736 (25.5%)
texdata 17/2048 544/65536 ( 0.8%)
dispinfos 80/0 14080/0 ( 0.0%)
disp_verts 2000/0 40000/0 ( 0.0%)
disp_tris 2560/0 5120/0 ( 0.0%)
disp_lmsamples 5120/0 5120/0 ( 0.0%)
faces 30841/65536 1727096/3670016 (47.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 17968/65536 1006208/3670016 (27.4%)
leaves 15709/65536 502688/2097152 (24.0%)
leaffaces 35950/65536 71900/131072 (54.9%)
leafbrushes 13928/65536 27856/131072 (21.3%)
areas 6/256 48/2048 ( 2.3%)
surfedges 219440/512000 877760/2048000 (42.9%)
edges 127850/256000 511400/1024000 (49.9%)
LDR worldlights 3340/8192 293920/720896 (40.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2970/32768 29700/327680 ( 9.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 53130/65536 106260/131072 (81.1%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 9313968/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 13106786/16777216 (78.1%)
entdata [variable] 1049320/393216 (266.9%) VERY FULL!
LDR ambient table 15709/65536 62836/262144 (24.0%)
HDR ambient table 15709/65536 62836/262144 (24.0%)
LDR leaf ambient 52490/65536 1469720/1835008 (80.1%) VERY FULL!
HDR leaf ambient 15709/65536 439852/1835008 (24.0%)
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] 1/65182 ( 0.0%)
pakfile [variable] 741/0 ( 0.0%)
physics [variable] 2214348/4194304 (52.8%)
physics terrain [variable] 23128/1048576 ( 2.2%)
Level flags = 0
Total triangle count: 85608
Writing e:\mapping\team fortress 2\cp_change\cp_change_alpha_2.bsp
12 minutes, 2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:\mapping\Team Fortress 2\cp_change\cp_change_alpha_2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_change_alpha_2.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "cp_change_alpha_2" -steam
These probably don't have anything to do with the issue. The make_triangles error seems to be related to the collision models of props.
Try running VVIS in normal mode. If you can't get it to finish, you'll likely need to optimize the compile-time visibility between visleaves, which, by your description would involve some drastic changes in your large areas.
This is caused by invalid brushes with zero-area faces. Make sure to merge overlapping vertices when using the vertex tool.
Also, which entites are you using for the areaportals, func_areaportal or func_areaportalwindow?
Thanks for the reply
Unfortunately area portals only work after the compilation is done, in-game. And unless you close them (hard to get working in multiplayer), all they do they check for which visleaves the player can currently see through them. Area portals can actually make performance worse if you have a lot of visleaves potentially visible through them and/or lots of areaportals visible at the same time.
And since fast VVIS doesn't test visibility between all the visleavs properly, it will give the area portal calculations a bigger set of visleaves to test, and put even more pressure on them.
To get most use of your area portals, you'd need to to a normal compile of your entrie map, and go around looking at it with mat_wireframe 1 to see if there are any places where a lot of out-of-sight areas render, and use that to determine where to place the portals.
I don't think there is any real way of getting around changing the whole map, but it's hard to tell for certain without seeing it.
thanks again :)
Pay attention to eventual func_details (doors and window's frames, in example) when you use areaportals, remember that func_details don't close anything. Better to hide them in the "auto vis group" when you are plannig and building the areaportals, otherwise you'll have areaportal leaks!
I usually , for convenience and to avoid wrong sizing, do in this way:
- select the door ( selecting solids )
- copy
- paste special ( leaving all values to 0 )
- assign the areaportal texture to the new created brush
- move selected to entity ( choosing func_areaportal )
- set the areaportal "close" and link it to the door name
- decrease the areaportal thickness to 1 unit.
Remember to close ALL the openings of the building with areaportals, or you'll have a leak.
For only open windows, set the areaportal "open". In this way it will not close completely the building , but the graphics engine will draw only the visible brushes through the window ... better than nothing , right?