Okay, so I started to do some detailing on my map and I feel like I ran into a problem. Ill try to give as much info as I can to help you help me. The compile time jumped up from about 4 minutes to about 54 minutes. Im not getting a leak as far as I can tell, there is no pointfile to load. The current map file will let you play without running vrad, but adding vrad will crash the map/game on map start. The longest part is during portalflow, this also jumped from 100 to 3200. Alt + P brings up no errors.
Changes I can think of from a6 to a8: Added an alley (push room back), raised skybox, added prop_statics, changed displacements textures to a blend, added custom textures, props, and skybox. Also turned off all trigger, and playerclip visGroups, and removed an in map timer for test compile.
I looked online for an answer over the last few days. Havnt found anything solid enough to test it (like turning buildings into func_detail...) Im also seeing that chain of "Patch Sample Radius Clamped!" only info I could find on that, was me adding sides to a displacement? I could try to hide / deleted all of them and see if that has any change, maybe Im approaching them wrong.
Heres my compile logs:
And here are screenshots of the only area that was changed:
I can post dl's to vmf's if you would like to see those, too.
Changes I can think of from a6 to a8: Added an alley (push room back), raised skybox, added prop_statics, changed displacements textures to a blend, added custom textures, props, and skybox. Also turned off all trigger, and playerclip visGroups, and removed an in map timer for test compile.
I looked online for an answer over the last few days. Havnt found anything solid enough to test it (like turning buildings into func_detail...) Im also seeing that chain of "Patch Sample Radius Clamped!" only info I could find on that, was me adding sides to a displacement? I could try to hide / deleted all of them and see if that has any change, maybe Im approaching them wrong.
Heres my compile logs:
Code:
Starting a 'Normal' compile.
Starting compilation of E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.vmf
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "dev_nyro/dev_gray-12" not found.Material not found!: DEV_NYRO/DEV_GRAY-12fixing 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 (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!Can't load skybox file skybox/sky_tf2_04 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 (39) (1485382 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2022 texinfos to 835
Reduced 44 texdatas to 39 (1046 bytes to 888)
Writing E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp
Wrote ZIP buffer, estimated size 498, actual size 418
41 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 1
Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp
reading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.prt
2095 portalclusters
5702 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 (105)
Optimized: 3093 visible clusters (0.49%)
Total clusters visible: 630794
Average clusters visible: 301
Building PAS...
Average clusters audible: 570
visdatasize:384383 compressed from 1106160
writing e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp
1 minute, 45 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp
Setting up ray-trace acceleration structure... Done (0.52 seconds)
13102 faces
26193568 square feet [3771873792.00 square inches]
11 Displacements
814246 Square Feet [117251424.00 Square Inches]
13102 patches before subdivision
232008 patches after subdivision
sun extent from map=0.000000
623 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 26636947, max 890
transfer lists: 203.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(481740, 408411, 276810)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(76989, 59217, 35019)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(14507, 10131, 5382)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3248, 2053, 1002)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(856, 483, 218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(258, 129, 53)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(87, 37, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(31, 12, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(12, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0971 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
497 of 497 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (43)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 765/1024 36720/49152 (74.7%)
brushes 3163/8192 37956/98304 (38.6%)
brushsides 26475/65536 211800/524288 (40.4%)
planes 21330/65536 426600/1310720 (32.5%)
vertexes 24172/65536 290064/786432 (36.9%)
nodes 12863/65536 411616/2097152 (19.6%)
texinfos 835/12288 60120/884736 ( 6.8%)
texdata 39/2048 1248/65536 ( 1.9%)
dispinfos 11/0 1936/0 ( 0.0%)
disp_verts 891/0 17820/0 ( 0.0%)
disp_tris 1408/0 2816/0 ( 0.0%)
disp_lmsamples 250572/0 250572/0 ( 0.0%)
faces 13102/65536 733712/3670016 (20.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9147/65536 512232/3670016 (14.0%)
leaves 13629/65536 436128/2097152 (20.8%)
leaffaces 14277/65536 28554/131072 (21.8%)
leafbrushes 7046/65536 14092/131072 (10.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 95990/512000 383960/2048000 (18.7%)
edges 55385/256000 221540/1024000 (21.6%)
LDR worldlights 623/8192 54824/720896 ( 7.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 472/32768 4720/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6813/65536 13626/131072 (10.4%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8673392/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 384383/16777216 ( 2.3%)
entdata [variable] 159408/393216 (40.5%)
LDR ambient table 13629/65536 54516/262144 (20.8%)
HDR ambient table 13629/65536 54516/262144 (20.8%)
LDR leaf ambient 49704/65536 1391712/1835008 (75.8%)
HDR leaf ambient 13629/65536 381612/1835008 (20.8%)
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] 1/12 ( 8.3%)
pakfile [variable] 418/0 ( 0.0%)
physics [variable] 1485382/4194304 (35.4%)
physics terrain [variable] 2223/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 32146
Writing e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp
1 minute, 24 seconds elapsed
E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp -> E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\maps\jump_bb_initiate_a6.bsp
1 File(s) copied
'Normal' compile finished in 00:03:52
3 errors/warnings logged:
(1) - Material not found!: [sub:1] (Caution)(2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)(3) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
Code:
Starting a 'Normal' compile.
Starting compilation of E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.vmf
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.vmf
Patching WVT material: maps/jump_bb_initiate_a8/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/jump_bb_initiate_a8/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/jump_bb_initiate_a8/nature/blendrockwall015b_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 (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.prt...Building visibility clusters...
done (0)
Can't load skybox file skybox/sky_tropic_01 to build the default cubemap!Can't load skybox file skybox/sky_tropic_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) (599973 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1223 texinfos to 897
Reduced 156 texdatas to 140 (4905 bytes to 4567)
Writing E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp
Wrote ZIP buffer, estimated size 17717, actual size 13081
4 seconds elapsed
Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp
reading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.prt
2772 portalclusters
8247 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 (3199)
Optimized: 8124 visible clusters (0.66%)
Total clusters visible: 1233135
Average clusters visible: 444
Building PAS...
Average clusters audible: 876
visdatasize:709418 compressed from 1951488
writing e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp
53 minutes, 20 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.65 seconds)
8408 faces
1 degenerate faces
8492543 square feet [1222926208.00 square inches]
13 Displacements
833653 Square Feet [120046152.00 Square Inches]
8407 patches before subdivision
23881 patches after subdivision
sun extent from map=0.000000
126 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 3246317, max 1484
transfer lists: 24.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(71401, 34906, 27322)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(12323, 5484, 3695)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2574, 1051, 616)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(629, 233, 118)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(181, 59, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(59, 17, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(21, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(8, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0114 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 1643/8192 19716/98304 (20.1%)
brushsides 10902/65536 87216/524288 (16.6%)
planes 3944/65536 78880/1310720 ( 6.0%)
vertexes 13295/65536 159540/786432 (20.3%)
nodes 5997/65536 191904/2097152 ( 9.2%)
texinfos 897/12288 64584/884736 ( 7.3%)
texdata 140/2048 4480/65536 ( 6.8%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 941/0 18820/0 ( 0.0%)
disp_tris 1472/0 2944/0 ( 0.0%)
disp_lmsamples 33316/0 33316/0 ( 0.0%)
faces 8408/65536 470848/3670016 (12.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4458/65536 249648/3670016 ( 6.8%)
leaves 6001/65536 192032/2097152 ( 9.2%)
leaffaces 9607/65536 19214/131072 (14.7%)
leafbrushes 4782/65536 9564/131072 ( 7.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 56977/512000 227908/2048000 (11.1%)
edges 33364/256000 133456/1024000 (13.0%)
LDR worldlights 126/8192 11088/720896 ( 1.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 552/32768 5520/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8757/65536 17514/131072 (13.4%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 7/512 2464/180224 ( 1.4%)
LDR lightdata [variable] 1243164/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 709418/16777216 ( 4.2%)
entdata [variable] 51422/393216 (13.1%)
LDR ambient table 6001/65536 24004/262144 ( 9.2%)
HDR ambient table 6001/65536 24004/262144 ( 9.2%)
LDR leaf ambient 33950/65536 950600/1835008 (51.8%)
HDR leaf ambient 6001/65536 168028/1835008 ( 9.2%)
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] 1/3602 ( 0.0%)
pakfile [variable] 13081/0 ( 0.0%)
physics [variable] 599973/4194304 (14.3%)
physics terrain [variable] 3267/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 22165
Writing e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp
24 seconds elapsed
E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp -> E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\maps\jump_bb_initiate_a8.bsp
1 File(s) copied
'Normal' compile finished in 00:53:52
2 errors/warnings logged:
(1) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)(2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
I can post dl's to vmf's if you would like to see those, too.