PortalFlow issue

Discussion in 'Mapping Questions & Discussion' started by phatal, Jan 10, 2008.

  1. phatal

    phatal L6: Sharp Member

    Messages:
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    21
    I have a map that when I try to compile with default settings my comp gets seemingly stuck on PortalFlow. Everything else compiles very fast but PortalFlow takes about 5+ minutes to get to 3 completion when I end task on vvis.exe for it to continue with the rest of the compile which has no problems other than the excessive entdata.

    Anyone know if there is a way to make hammer skip PortalFlow with a trigger in compile options? Is PortalFlow even something that is a neccessity? I know if I have this problem with a default compile that when I run a final compile it will never complete. Matter of fact I have tried it overnight before and I think it got to 8 over the period of about 10 hours.

    If you have any other fixes for the other issues with my compile log please clue me in on how to resolve them.

    My machine is XP Pro 64bit, 4gb ram, quad oc @3.6.

    I highlighted in red where I end task on PortalFlow even though it doesn't say that's what it is doing.

    Code:
    materialPath: c:\program files (x86)\steam\steamapps\steam_id\team fortress 2\tf\materials
    Loading c:\program files (x86)\steam\steamapps\steam_id\team fortress 2\tf\maps\cp_testmap_myu_b2-4.vmf
    Error! Variable "$detail" is multiply defined in material "concrete/wall024"!
    Error! Variable "$detailscale" is multiply defined in material "concrete/wall024"!
    Patching WVT material: maps/cp_testmap_myu_b2-4/nature/blendgroundtograss001b_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...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 268 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\steam_id\team fortress 2\tf\maps\cp_testmap_myu_b2-4.prt...Building visibility clusters...
    done (0)
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_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_hydro_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 (1) (344424 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1164 texinfos to 798
    Reduced 73 texdatas to 71 (1831 bytes to 1739)
    Writing c:\program files (x86)\steam\steamapps\steam_id\team fortress 2\tf\maps\cp_testmap_myu_b2-4.bsp
    3 seconds elapsed
    
    
    
    4 threads
    reading c:\program files (x86)\steam\steamapps\steam_id\team fortress 2\tf\maps\cp_testmap_myu_b2-4.bsp
    reading c:\program files (x86)\steam\steamapps\steam_id\team fortress 2\tf\maps\cp_testmap_myu_b2-4.prt
    1271 portalclusters
    4537 numportals
    0...1...2...3...4...5...6...7...8...9...100...[B][SIZE="3"][COLOR="Red"]1...2...3...[/COLOR][/SIZE][/B]
    
    
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\steam_id\team fortress 2\tf\maps\cp_testmap_myu_b2-4.bsp
    No vis information, direct lighting only.
    2345 faces
    5 degenerate faces
    1997340 square feet [287617088.00 square inches]
    188 Displacements
    89065 Square Feet [12825376.00 Square Inches]
    17 direct lights
    0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0278 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    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                  26/1024         1248/49152    ( 2.5%) 
    brushes                872/8192        10464/98304    (10.6%) 
    brushsides           12412/65536       99296/524288   (18.9%) 
    planes               17440/65536      348800/1310720  (26.6%) 
    vertexes              6271/65536       75252/786432   ( 9.6%) 
    nodes                 2812/65536       89984/2097152  ( 4.3%) 
    texinfos               798/12288       57456/884736   ( 6.5%) 
    texdata                 71/2048         2272/65536    ( 3.5%) 
    dispinfos              188/0           33088/0        ( 0.0%) 
    disp_verts            4700/0           94000/0        ( 0.0%) 
    disp_tris             6016/0           12032/0        ( 0.0%) 
    disp_lmsamples      243648/0          243648/0        ( 0.0%) 
    faces                 2345/65536      131320/3670016  ( 3.6%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             1632/65536       91392/3670016  ( 2.5%) 
    leaves                2839/65536       90848/2097152  ( 4.3%) 
    leaffaces             2970/65536        5940/131072   ( 4.5%) 
    leafbrushes           1961/65536        3922/131072   ( 3.0%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            17727/512000      70908/2048000  ( 3.5%) 
    edges                11085/256000      44340/1024000  ( 4.3%) 
    LDR worldlights         17/8192         1496/720896   ( 0.2%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            493/32768        4930/327680   ( 1.5%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          7641/65536       15282/131072   (11.7%) 
    cubemapsamples          31/1024          496/16384    ( 3.0%) 
    overlays                25/512          8800/180224   ( 4.9%) 
    LDR lightdata         [variable]     5293424/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]           0/16777216 ( 0.0%) 
    entdata               [variable]      150954/393216   (38.4%) 
    LDR ambient table     2839/65536       11356/262144   ( 4.3%) 
    HDR ambient table     2839/65536       11356/262144   ( 4.3%) 
    LDR leaf ambient     19258/65536      539224/1835008  (29.4%) 
    HDR leaf ambient      2839/65536       79492/1835008  ( 4.3%) 
    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]           1/1144     ( 0.1%) 
    pakfile               [variable]     3384214/0        ( 0.0%) 
    physics               [variable]      344424/4194304  ( 8.2%) 
    physics terrain       [variable]       33178/1048576  ( 3.2%) 
    
    Level flags = 0
    
    Total triangle count: 6495
    Writing c:\program files (x86)\steam\steamapps\steam_id\team fortress 2\tf\maps\cp_testmap_myu_b2-4.bsp
    39 seconds elapsed
     
  2. hacky

    hacky L2: Junior Member

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    0
    I think you should find out what's causing this:

    Code:
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
     
  3. Nizzem

    Nizzem L2: Junior Member

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    0
    Try hitting alt+p to find any invalid geometry caused by vertex manipulation and make sure you don't have any props inside of a wall. These things tend to cause the "Node without a volume" error.
     
  4. phatal

    phatal L6: Sharp Member

    Messages:
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    Positive Ratings:
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    Thx. I'll look for these things.

    edit: Only thing found was invalid tags like HammerId.
     
    Last edited: Jan 11, 2008