PL Greenvalley [Deleted]

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ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
126
107
Yes ! (except rooftop). I did areaportal. Perhaps something wrong ? (but no leaks)
I also think sky is still too big.
Well look at dustbowl hint boxes, there sky is big but they put one right before the sky box section to reduce stuff up there and for now I suppose just use hint brushes to make like small boxes where curves are to reduces areas where plates stands at
 

CafeineMan

L2: Junior Member
Jul 31, 2010
95
17
...and we can see opposite part of the map, far far away.
I need perhaps to overshadow (?) them.
I will try to work on this, but it's complex for me actualy :rolleyes:
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Oh you can never worked for me plus valve uses it that way so ?
I've never used a logic_relay for setting the respawn times in any of my maps, and I've never encountered problems.
 

CafeineMan

L2: Junior Member
Jul 31, 2010
95
17
- basic optimisation

The compilation took about 40 minutes.
Here is the log:
materialPath: Z:\JEUX STEAM\steamapps\common\Team Fortress 2\tf\materials
Loading D:\MAPS en cours\GV1full.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/gv1full/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
Patching WVT material: maps/gv1full/nature/blendgroundtomud001_wvt_patch
Patching WVT material: maps/gv1full/nature/blendgroundtograss007_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...WARNING: areaportal entity 2946 (brush 2407735) touches > 2 areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 668 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\MAPS en cours\GV1full.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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 (1) (1365824 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3062 texinfos to 2268
Reduced 265 texdatas to 260 (5250 bytes to 5069)
Writing D:\MAPS en cours\GV1full.bsp
Wrote ZIP buffer, estimated size 2186, actual size 1704
18 seconds elapsed



4 threads
reading d:\maps en cours\GV1full.bsp
reading d:\maps en cours\GV1full.prt
2289 portalclusters
6406 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 14723 visible clusters (1.43%)
Total clusters visible: 1027176
Average clusters visible: 448
Building PAS...
Average clusters audible: 1945
visdatasize:1037219 compressed from 1318464
writing d:\maps en cours\GV1full.bsp
33 minutes, 0 seconds elapsed



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading d:\maps en cours\GV1full.bsp
11855 faces
5 degenerate faces
2658793 square feet [382866240.00 square inches]
214 Displacements
132532 Square Feet [19084662.00 Square Inches]
11850 patches before subdivision
217670 patches after subdivision
291 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 20264628, max 1053
transfer lists: 154.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1236824, 953002, 791456)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(253113, 161977, 108038)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(66813, 37943, 20975)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(20775, 11028, 5248)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(7364, 3734, 1556)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2880, 1396, 510)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1200, 552, 176)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(523, 226, 63)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(235, 94, 23)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(107, 40, 8)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(50, 17, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(23, 7, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(11, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(5, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0653 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 93/1024 4464/49152 ( 9.1%)
brushes 4000/8192 48000/98304 (48.8%)
brushsides 26901/65536 215208/524288 (41.0%)
planes 9760/65536 195200/1310720 (14.9%)
vertexes 24177/65536 290124/786432 (36.9%)
nodes 5588/65536 178816/2097152 ( 8.5%)
texinfos 2268/12288 163296/884736 (18.5%)
texdata 260/2048 8320/65536 (12.7%)
dispinfos 214/0 37664/0 ( 0.0%)
disp_verts 17334/0 346680/0 ( 0.0%)
disp_tris 27392/0 54784/0 ( 0.0%)
disp_lmsamples 314744/0 314744/0 ( 0.0%)
faces 11855/65536 663880/3670016 (18.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8770/65536 491120/3670016 (13.4%)
leaves 5682/65536 181824/2097152 ( 8.7%)
leaffaces 16360/65536 32720/131072 (25.0%)
leafbrushes 8187/65536 16374/131072 (12.5%)
areas 72/256 576/2048 (28.1%)
surfedges 93683/512000 374732/2048000 (18.3%)
edges 63820/256000 255280/1024000 (24.9%)
LDR worldlights 291/8192 25608/720896 ( 3.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1581/32768 15810/327680 ( 4.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 30927/65536 61854/131072 (47.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 226/512 79552/180224 (44.1%)
LDR lightdata [variable] 10442068/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1037219/16777216 ( 6.2%)
entdata [variable] 393890/393216 (100.2%) VERY FULL!
LDR ambient table 5682/65536 22728/262144 ( 8.7%)
HDR ambient table 5682/65536 22728/262144 ( 8.7%)
LDR leaf ambient 29569/65536 827932/1835008 (45.1%)
HDR leaf ambient 5682/65536 159096/1835008 ( 8.7%)
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] 1/1949528 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/168186 ( 0.0%)
pakfile [variable] 1704/0 ( 0.0%)
physics [variable] 1365824/4194304 (32.6%)
physics terrain [variable] 11442/1048576 ( 1.1%)

Level flags = 0

Total triangle count: 35124
Writing d:\maps en cours\GV1full.bsp
1 minute, 59 seconds elapsed

I hope it's good for the first beta test.

Read the rest of this update entry...
 

CafeineMan

L2: Junior Member
Jul 31, 2010
95
17
I don't know how to use wireframe.
Anyway, I'm going to do it again more quietly (there's some errors, I want to go too fast).
 
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