Map Causing High Ping

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
seems fine to me so far. are you posting for success or what?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
You are running VVIS on fast mode. That leaves out the important part of the rendering optimization calculations and will result in extra rendering (framerate drop) and extra entity data being sent (network lag).
 

invertMASA

L3: Member
Nov 9, 2013
103
1
Ok so using VBCT it gives this error

WARNING: expected log file not found: C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.log


But using f9 to compile it seams fine, But the error with the skybox



** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.vmf"

Valve Software - vbsp.exe (Oct 25 2013)
4 threads
materialPath: Z:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_invert_new_f/nature/blendgroundtograss008_nodetail_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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 442 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_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) (229143 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2324 texinfos to 1184
Reduced 50 texdatas to 44 (1279 bytes to 1149)
Writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.bsp
1 second elapsed

** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F"

Valve Software - vvis.exe (Oct 30 2013)
4 threads
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.prt
347 portalclusters
1488 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (415)
Optimized: 79 visible clusters (0.07%)
Total clusters visible: 115594
Average clusters visible: 333
Building PAS...
Average clusters audible: 347
visdatasize:33276 compressed from 33312
writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
6 minutes, 55 seconds elapsed

** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F"

Valve Software - vrad.exe SSE (Oct 30 2013)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
Setting up ray-trace acceleration structure... Done (0.59 seconds)
2170 faces
2 degenerate faces
356382 square feet [51319060.00 square inches]
38 Displacements
199667 Square Feet [28752126.00 Square Inches]
2168 patches before subdivision
31616 patches after subdivision
sun extent from map=0.258819
sun extent from map=0.258819
61 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 3355653, max 502
transfer lists: 25.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(122256, 88781, 68735)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(19174, 11633, 9329)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3331, 1832, 1648)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(684, 340, 333)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(150, 68, 72)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(36, 15, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0094 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 79/1024 3792/49152 ( 7.7%)
brushes 617/8192 7404/98304 ( 7.5%)
brushsides 4887/65536 39096/524288 ( 7.5%)
planes 3646/65536 72920/1310720 ( 5.6%)
vertexes 3562/65536 42744/786432 ( 5.4%)
nodes 1371/65536 43872/2097152 ( 2.1%)
texinfos 1184/12288 85248/884736 ( 9.6%)
texdata 44/2048 1408/65536 ( 2.1%)
dispinfos 38/0 6688/0 ( 0.0%)
disp_verts 2070/0 41400/0 ( 0.0%)
disp_tris 3136/0 6272/0 ( 0.0%)
disp_lmsamples 268456/0 268456/0 ( 0.0%)
faces 2170/65536 121520/3670016 ( 3.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1846/65536 103376/3670016 ( 2.8%)
leaves 1451/65536 46432/2097152 ( 2.2%)
leaffaces 3120/65536 6240/131072 ( 4.8%)
leafbrushes 1357/65536 2714/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16547/512000 66188/2048000 ( 3.2%)
edges 9747/256000 38988/1024000 ( 3.8%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 184/32768 1840/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3786/65536 7572/131072 ( 5.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 15/512 5280/180224 ( 2.9%)
LDR lightdata [variable] 2141924/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 33276/16777216 ( 0.2%)
entdata [variable] 74136/393216 (18.9%)
LDR ambient table 1451/65536 5804/262144 ( 2.2%)
HDR ambient table 1451/65536 5804/262144 ( 2.2%)
LDR leaf ambient 7360/65536 206080/1835008 (11.2%)
HDR leaf ambient 1451/65536 40628/1835008 ( 2.2%)
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] 1/14022 ( 0.0%)
pakfile [variable] 2292/0 ( 0.0%)
physics [variable] 229143/4194304 ( 5.5%)
physics terrain [variable] 8680/1048576 ( 0.8%)

Level flags = 0

Total triangle count: 5136
Writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
15 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.bsp" "Z:\Steam\steamapps\common\Team Fortress 2\tf\maps\Trade_invert_New_F.bsp"
 

henke37

aa
Sep 23, 2011
2,075
515
Ignore the error about the skybox, that's just the compiler never having been updated to know that it's perfectly fine to have different resolutions for the skybox sides. Besides, the default cubemap is junk anyway, all maps need properly built ones.
 

henke37

aa
Sep 23, 2011
2,075
515
Nope, the error happens for all the stock skyboxes. It can be safely ignored.
 

invertMASA

L3: Member
Nov 9, 2013
103
1
Well I think im just going to start over...Will be fast than finding the problem with this one, And anyone have a good tut or hint and skip, and area portals? I found some but still dont fully get it.

Thanks for the helps guys
 

invertMASA

L3: Member
Nov 9, 2013
103
1
Ok im getting confused now, Restarted and just have the base down, so no displacments or anything, and it still causes high ping, on 2 different servers
 

henke37

aa
Sep 23, 2011
2,075
515
Have you tried checking things like the netgraph and the rendering profiler?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
And you've tried running stock maps on the same server, right?
 

invertMASA

L3: Member
Nov 9, 2013
103
1
yeah, I have made and played around 5 maps or so, and never had this problem, And have not done anything different.