1. Post #121
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,127 Posts
    Well the must of time i do compile now it freeze my computer and crash .. so i cant realy give the log

    But i found i website that tell me what is the problem when i paste my log in a box http://www.interlopers.net/errors/

    One time it said there was an hole in the map that show the void so ive made a huge Skybox around the mall ( cube with hollow) so it cant have hole anymore

    and now The map just wont compile ... I did a fast compile and it worked fine ... then i make a normal and crash .. idk why

    Edited:

    I mean a Fonc_detail
    1: We know what Interlopers is
    2: Hollowing a skybox cube is a terrible idea, don't do it. The skybox is meant to be tight.
    3: Do you mean func_detail?

  2. Post #122
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,171 Posts
    Welcome to VBCT
    Session Date: 8 janvier 2012, 00:12:53
    VBCT Version: 1.0t

    Engine detected from registry: EP2
    Game name read from GameInfo.txt file: Garry's Mod
    appid read from GameInfo.txt file: 4000

    Available EP1 Source Engine 2006 Games:
    Half-Life 2: Deathmatch

    Available EP2 Source Engine 2007 Games:

    Available EP2/Orangebox Source Engine MP Games:
    Team Fortress 2
    Counter-Strike: Source

    Available EP2 Source Engine 2009 Games:
    Half-Life 2
    Half-Life 2: Episode One
    Half-Life 2: Episode Two
    Portal
    Garry's Mod


    Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
    Steam will likely prevent it from compiling there.
    Move your VMF to somewhere else like C:\mapsrc

    Invalid Map location: C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf

    Map File Selected: C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf
    There is no Custom Profile to load: C:\Users\Francis\AppData\Local\Temp\Rar$EX00.002\g m_deadRising-EntrancePlaza-A3.pro

    Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
    Steam will likely prevent it from compiling there.
    Move your VMF to somewhere else like C:\mapsrc

    Invalid Map location: C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf

    Full Compile Selected!
    Compile Start Time: 8 janvier 2012, 00:13:26

    -------------- Start Compile BSP ----------------
    VBSP Started, Please Wait!

    VBSP: c:\program files (x86)\steam\steamapps\pac0master\sourcesdk\bin\sou rce2009\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\pac0master\half-life 2\hl2" "C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3"

    Valve Software - vbsp.exe (Sep 15 2011)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\pac0master\half-life 2\hl2\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\pac0master\half-life 2\hl2\gameinfo.txt
    Patching WVT material: maps/gm_deadrising-entranceplaza-a3/dev/dev_blendmeasure (2)_wvt_patch
    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)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 10 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.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.
    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) (230397 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 824 texinfos to 508
    Reduced 29 texdatas to 26 (630 bytes to 565)
    Writing C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.bsp
    2 seconds elapsed

    Compile Complete for this module.
    VBSP Completed: 8 janvier 2012, 00:13:30
    VBSP: Compile time: 2 seconds elapsed

    -------------- Start Compile VVIS ----------------
    VVIS Started, Please Wait!

    VVIS: c:\program files (x86)\steam\steamapps\pac0master\sourcesdk\bin\sou rce2009\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\pac0master\half-life 2\hl2" "C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3"

    Valve Software - vvis.exe (Sep 15 2011)
    2 threads
    reading c:\program files (x86)\steam\steamapps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.bsp
    reading c:\program files (x86)\steam\steamapps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.prt
    1629 portalclusters
    5828 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
    PortalFlow: 0...1...2...3...4 <---- It take me 10 min to reach the 4 and slowdown on every dot

    Edited:

    sry i mean func_detail

  3. Post #123
    J!m
    I Love Big Gay Dragons
    J!m's Avatar
    June 2009
    1,405 Posts
    "Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
    Steam will likely prevent it from compiling there.
    Move your VMF to somewhere else like C:\mapsrc

    Invalid Map location: C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf"

    There is your problem.

  4. Post #124
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,171 Posts
    i seen that alots of time but it worked fine :/

    how can i fix that ?

    btw im reaching the 6 on PortalFlow

    PortalFlow: 0...1...2...3...4...5...

    This is taking a while :/

  5. Post #125
    J!m
    I Love Big Gay Dragons
    J!m's Avatar
    June 2009
    1,405 Posts
    move everything related to your map in the hl2 game directory instead

  6. Post #126
    Gold Member
    Firegod522's Avatar
    March 2008
    11,525 Posts
    "Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
    Steam will likely prevent it from compiling there.
    Move your VMF to somewhere else like C:\mapsrc

    Invalid Map location: C:\Program Files (x86)\Steam\SteamApps\pac0master\sourcesdk_content \hl2\mapsrc\gm_deadRising-EntrancePlaza-A3.vmf"

    There is your problem.
    move everything related to your map in the hl2 game directory instead
    Why would that be an invalid map loaction? That is where it belongs. I compile my maps from there always.

    i seen that alots of time but it worked fine :/

    how can i fix that ?

    btw im reaching the 6 on PortalFlow

    PortalFlow: 0...1...2...3...4...5...

    This is taking a while :/
    You need to optimize your map.

    optimization.interlopers.net
    http://www.facepunch.com/threads/1151317

  7. Post #127
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,171 Posts
    hmm optimize ... gonna check it out

  8. Post #128
    J!m
    I Love Big Gay Dragons
    J!m's Avatar
    June 2009
    1,405 Posts
    Why would that be an invalid map location? That is where it belongs. I compile my maps from there always.
    I have it in my games folder just because i have experienced the same thing.
    and it solved my problems.
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  9. Post #129
    paulisdead18's Avatar
    March 2010
    1,028 Posts
    About hollowing out skyboxes, I know it's bad to put in a map, but, in early stages, I honestly don't see why not, because, well, it's easy to just expand when you make your map bigger, but in NO way should a hollow cube be a skybox for a finished map.

    Also, one time, I actually did a tight skybox, and kept having leak problems with it, is there a specific way the skybox cube has to be?

  10. Post #130
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,171 Posts
    i dont know thats why im using this hollow cube :P i'll make a proper skybox later

  11. Post #131
    Gold Member
    DemonDog's Avatar
    May 2008
    6,088 Posts
    About hollowing out skyboxes, I know it's bad to put in a map, but, in early stages, I honestly don't see why not, because, well, it's easy to just expand when you make your map bigger, but in NO way should a hollow cube be a skybox for a finished map.

    Also, one time, I actually did a tight skybox, and kept having leak problems with it, is there a specific way the skybox cube has to be?
    I used to do the hollow skybox thing for early stages, but cordon tools are significantly easier.

    Also OP, you're doing pretty well.
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  12. Post #132
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,171 Posts
    There we go! my map is finaly Compiled

    I need to find how to optimize it Can you check out the Map and tell me some Tip plz
    I dont care if someone stole it from me im just posting this for having fun :P and getting better on hammer











    Compile Summary - job mode: FULL
    Map Name: gm_deadRising-EntrancePlaza-A3.vmf
    VBSP - mode:normal , 2 seconds, 00:00:03 elapsed
    VVIS - mode:normal, 1 hour, 12 minutes, 4 seconds, 01:12:19 elapsed
    VRAD - mode:normal, 53 seconds(LDR), n/a(HDR), 00:00:54 elapsed
    Total Compile time: 01:13:17

    This was long :O

    Edited:


    Also OP, you're doing pretty well.

    Thanks

  13. Post #133
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,127 Posts
    Stop thinking of skyboxes as cubes. The only reason you should do that is when a large portion of your map's surfaces are displacements. You shouldn't have a huge hollowed box, you should have individual brushes with the skybox texture placed wherever you want to see sky.

    Edited:

    Your optimization is awful. Use the nodraw texture on surfaces that the player won't be able to see.

  14. Post #134
    Gold Member
    Firegod522's Avatar
    March 2008
    11,525 Posts
    Select all your columns and func_detail them, and the skylight

  15. Post #135
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,171 Posts
    oh ok :P thx for the tips

  16. Post #136
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Stop thinking of skyboxes as cubes. The only reason you should do that is when a large portion of your map's surfaces are displacements. You shouldn't have a huge hollowed box, you should have individual brushes with the skybox texture placed wherever you want to see sky.

    Edited:

    Your optimization is awful. Use the nodraw texture on surfaces that the player won't be able to see.
    This does not decrease compile time or have any benefit to performance. Faces with the nodraw texture are still culled by VBSP, so it still takes the same amount of time to compile.

  17. Post #137
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,127 Posts
    This does not... have any benefit to performance.
    I know it doesn't decrease compile time, but it does help performance.

  18. Post #138
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    I know it doesn't decrease compile time, but it does help performance.
    It doesn't, at all. The faces you're nodrawing get removed anyway, and the ones that don't (for example the top of buildings) are backface culled regardless. So you're just wasting your time nodrawing stuff for performance sake. It's a personal preference.

  19. Post #139
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    It doesn't, at all. The faces you're nodrawing get removed anyway, and the ones that don't (for example the top of buildings) are backface culled regardless. So you're just wasting your time nodrawing stuff for performance sake. It's a personal preference.
    Only entire faces that back onto the void or are obscured by a brush get removed. Faces within the playable area, but are not visible to the player are not removed. So walls the player cannot see and the tops of roofs should be nodrawed.
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  20. Post #140
    Freakorama's Avatar
    October 2011
    21 Posts
    Have fun.

    Source is old, valve only update it with stuff they need. If you are going to compare UDK to source take it else where. This section is for Garry's Mod which is a Source mod. Clearly, we cannot use UDK maps in it.

    Further more, UDK is not a brush based engine, you can use nothing but meshes. Source requires brushes to even play on it properly. In which case, you cannot export only a model to source, and play on it and expect it to look the same as it did in another engine.
    I don't really like either engine, I was just using it real quick because I wanted to walk around Willamette on foot, that is all.

  21. Post #141
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Only entire faces that back onto the void or are obscured by a brush get removed. Faces within the playable area, but are not visible to the player are not removed. So walls the player cannot see and the tops of roofs should be nodrawed.
    They are backface-culled, so there's no point in nodrawing.

    I like how people senselessly try to argue about something they have no idea about.

  22. Post #142
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    They are backface-culled, so there's no point in nodrawing.

    I like how people senselessly try to argue about something they have no idea about.
    What is the point of drawing the top of a roof if you can't see it?
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  23. Post #143
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    What is the point of drawing the top of a roof if you can't see it?
    That's the point of backface culling, it's not being drawn regardless...




  24. Post #144
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Pulled from the vdc

    Nodraw surfaces
    tools\toolsnodraw

    If a player cannot see a brush face without cheating or being a spectator, it's a good idea to apply the special nodraw material to it. Nodraw removes the entire face when the map is compiled without affecting visibility, which reduces both rendering time and, since no lightmap needs to be calculated, map filesize.

    You do not need to apply nodraw to faces that are touching the void (i.e. outside the map) or to brush faces touching other brush faces tied to the same entity (the world being one big entity of its own). See Brush#In-game.

  25. Post #145
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Pulled from the vdc
    So you save lightmap memory, big deal. Most savvy mappers would just set the scale to something stupidly high anyway. The point is that nodrawing is still just a personal preference, and the benefits of doing so heavily rely on the geometry of the level. Even so, you're only going to save a few lightmap texels because backface culling means there's no performance loss from the extra faces you can't see.

    I'm sure if Nodraw actually did increase performance on anything but the lowest possible spec, Valve wouldn't have left most of their maps textured in places that are never visible.

  26. Post #146
    Gold Member
    NotExactly's Avatar
    March 2011
    1,038 Posts
    I just make the entire map in nodraw then texture it from there. Even if it doesn't reduce compile time, it looks much neater.
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  27. Post #147
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    I just make the entire map in nodraw then texture it from there. Even if it doesn't reduce compile time, it looks much neater.
    I do the same, but generally ping-pong between nodraw and the reflectivity textures. It's a personal preference, and it does make it easier to see what's going on inside of hammer.

  28. Post #148
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Remember that even valve made some dubious decisions when mapping their levels. They did tend to cut corners...or miss that bloody floating cliff.
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  29. Post #149
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Remember that even valve made some dubious decisions when mapping their levels. They did tend to cut corners...or miss that bloody floating cliff.
    Well yeah, it's Valve after all.

  30. Post #150
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,171 Posts
    Got problem with the lighting :/ and this is screwing up the map

  31. Post #151
    paulisdead18's Avatar
    March 2010
    1,028 Posts
    Got problem with the lighting :/ and this is screwing up the map
    How so? Send us a picture and the compile log. It's probably something easy to fix.

  32. Post #152
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,171 Posts
    How so? Send us a picture and the compile log. It's probably something easy to fix.
    Oh well ok :P

    This is the Old map but i still have the same problem .. I only want to remove the ugly shadow efect on the walls :/ i tryed to compile with -final or something like that .. this is the result




  33. Post #153
    I'm very important. I have many leather-bound books and my apartment smells of rich mahogany.
    Dosycool's Avatar
    May 2009
    449 Posts
    Will you at some stage have lights along those walkways?

  34. Post #154
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,171 Posts
    yes i did make light this is the result .. if i add too many light the compilation take an hour

  35. Post #155
    Gold Member
    FlyingAlien's Avatar
    November 2005
    832 Posts
    yes i did make light this is the result .. if i add too many light the compilation take an hour
    That ain't right - do you have a weak CPU or is it not optimized with func_details yet?

  36. Post #156
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,171 Posts
    well my cpu isnt realy good lol its a pentium G620 dual core .. im looking for a better one

    but yeah! I have to func detail alots of things

  37. Post #157
    Gold Member
    Firegod522's Avatar
    March 2008
    11,525 Posts
    well my cpu isnt realy good lol its a pentium G620 dual core .. im looking for a better one

    but yeah! I have to func detail alots of things

    That is better than what I have. :smith:

    What is your light_environment pitch yaw and roll?

  38. Post #158
    Gold Member
    FlyingAlien's Avatar
    November 2005
    832 Posts
    well my cpu isnt realy good lol its a pentium G620 dual core .. im looking for a better one

    but yeah! I have to func detail alots of things
    Thats about the same I have - just optimize your map with func details as you map on, when you most definetly know what geometry doesn't add to the visleafs being constructive.

  39. Post #159
    paulisdead18's Avatar
    March 2010
    1,028 Posts
    I've said it before, since you are in a playtesting stage, you should probably set VIS to fast (but not for the final compile)

    It REALLY speeds up the compile process, but it does make you map unoptimized, but since it's an early stage, it wont slow anything down... yet.
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  40. Post #160
    I HAVE A TOASTER FETISH

    July 2009
    3,952 Posts
    Im still using a 2.4 ghz single core cpu
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