Ok, more questions -.-

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
i just cant put 9999 and 9999?
Then that would be very poor optimization, as no matter how far away you are, it will always been expensive, which is heavy on performance. So make it so it transitions to cheap water, but far enough so the player will most likely not notice/ seeing in the water won't matter to the player.
 

Egan

aa
Feb 14, 2010
1,375
1,721
By the way you can see if spawn locations are valid by using the console command 'map_showspawnpoints'. If a spawn location is invalid it will display red.

wtafuZTl.jpg


The arrow shows which way the spawn point faces, and the blue at the bottom is the space between it and the ground. The boxes don't get toggled off by the command but the command description says it will fade after 60 seconds.
 

TMB

Banned
Jun 7, 2015
821
323
By the way you can see if spawn locations are valid by using the console command 'map_showspawnpoints'. If a spawn location is invalid it will display red.

wtafuZTl.jpg


The arrow shows which way the spawn point faces, and the blue at the bottom is the space between it and the ground. The boxes don't get toggled off by the command but the command description says it will fade after 60 seconds.
oh, i fexxed that, depends what create first, so i put them again as i want...
 

TMB

Banned
Jun 7, 2015
821
323
Then that would be very poor optimization, as no matter how far away you are, it will always been expensive, which is heavy on performance. So make it so it transitions to cheap water, but far enough so the player will most likely not notice/ seeing in the water won't matter to the player.
ok, ill try 1200 and 1400... btw, can someone how change this description? Ixem descrption have normal arena description and i need 2CP arena description...
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
By the way you can see if spawn locations are valid by using the console command 'map_showspawnpoints'. If a spawn location is invalid it will display red.

wtafuZTl.jpg


The arrow shows which way the spawn point faces, and the blue at the bottom is the space between it and the ground. The boxes don't get toggled off by the command but the command description says it will fade after 60 seconds.
Is there somewhere a list of all those awesome commands?
 

TMB

Banned
Jun 7, 2015
821
323
Ok, new question...

Im using CompilePalX for compile (duh), but i have a problem, the compile stop at 60%... why?
 

TMB

Banned
Jun 7, 2015
821
323
well, i start the question when i start compiling and still in 60% :/
 

TMB

Banned
Jun 7, 2015
821
323
Ok, i have to sleep now, and i have to close the computer, and the copile still in 60%, something happends cause this is not normal, tomorrow i hope someone can tell me a solution...
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
Here an image...
I cant tell a whole lot from that image. Maybe post your compile log of what you have? From what I know of your problem, I'd suggest either changing your compile (use VBCT or the compiler built into Hammer), or you need to func_detail a lot (but it doesnt seem to be stuck on vvis, and I think you know already about optimization).
 

TMB

Banned
Jun 7, 2015
821
323
Compile Log:

Starting a 'Normal' compile.
Starting compilation of C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.vmf
Valve Software - vbsp.exe (Mar 2 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.vmf
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ixem_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_ixem_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) (173314 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 67 texinfos to 52
Reduced 33 texdatas to 27 (936 bytes to 666)
Writing C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.bsp
Wrote ZIP buffer, estimated size 872744, actual size 869314
0 seconds elapsed
Valve Software - vvis.exe (Mar 2 2016)
8 threads
reading c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
reading c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.prt
636 portalclusters
2046 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 (66)
Optimized: 749 visible clusters (0.30%)
Total clusters visible: 250017
Average clusters visible: 393
Building PAS...
Average clusters audible: 635
visdatasize:105421 compressed from 101760
writing c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
1 minute, 6 seconds elapsed
Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
Setting up ray-trace acceleration structure... Done (0.19 seconds)
2899 faces
812846 square feet [117049904.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2899 patches before subdivision
49743 patches after subdivision
sun extent from map=0.000000
17 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 (2)
transfers 4294870, max 937
transfer lists: 32.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(330946, 186814, 138135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(71012, 25312, 12860)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(23015, 5366, 2189)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9035, 1454, 464)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3941, 421, 110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1900, 140, 30)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(972, 47, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(520, 17, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(287, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(161, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(92, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(53, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(30, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0075 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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 462/8192 5544/98304 ( 5.6%)
brushsides 3503/65536 28024/524288 ( 5.3%)
planes 1716/65536 34320/1310720 ( 2.6%)
vertexes 3494/65536 41928/786432 ( 5.3%)
nodes 1155/65536 36960/2097152 ( 1.8%)
texinfos 52/12288 3744/884736 ( 0.4%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2899/65536 162344/3670016 ( 4.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1423/65536 79688/3670016 ( 2.2%)
leaves 1163/65536 37216/2097152 ( 1.8%)
leaffaces 3250/65536 6500/131072 ( 5.0%)
leafbrushes 1202/65536 2404/131072 ( 1.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19332/512000 77328/2048000 ( 3.8%)
edges 10971/256000 43884/1024000 ( 4.3%)
LDR worldlights 17/8192 1496/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 229/32768 2290/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3660/65536 7320/131072 ( 5.6%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 1390848/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 105421/16777216 ( 0.6%)
entdata [variable] 29846/393216 ( 7.6%)
LDR ambient table 1163/65536 4652/262144 ( 1.8%)
HDR ambient table 1163/65536 4652/262144 ( 1.8%)
LDR leaf ambient 7425/65536 207900/1835008 (11.3%)
HDR leaf ambient 1163/65536 32564/1835008 ( 1.8%)
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] 1/4338 ( 0.0%)
pakfile [variable] 869314/0 ( 0.0%)
physics [variable] 173314/4194304 ( 4.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7740
Writing c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
8 seconds elapsed
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...

Admit Edit: Changed log to spoiler tag so it wasn't huge