- Oct 17, 2018
- 2
- 0
I made a "huge" map. But I've never made a map in Hammer before so I've run into numerous newbie errors.
For the fun of it, I remade the Space Station 13 BoxStation map:
https://tgstation13.org/wiki//images/d/d1/Boxstation.png
Here's an old progress photo (it's basically done now)
https://imgur.com/a/gxXByFN
Another photo showing size:
https://i.imgur.com/NQVuivL.png
I've got a couple problems. First, do these bounding boxes indicate some sort of skybox failure / leak?
https://i.imgur.com/mJlOs8f.png
I'm not sure if Hammer is showing that because VBSP only got "that far" before failing, or if it's specifically that area.
When I could get it to compile, and run Gmod with mat_leafvis on, the entire game runs at like 1 FPS because of how many there are. I'm not sure if that's normal or not.
Currently, VSBP does compile. (I have had plenty of issues with T-junction errors before, currently not though.)
WriteBSP...
done (2)
writing c:\users\katastic\desktop\dev\hl2 mapping\test6 - try newer vbsp\boxstation.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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 (4) (1663177 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2871 texinfos to 2082
Reduced 79 texdatas to 78 (1132 bytes to 1124)
Writing c:\users\katastic\desktop\dev\hl2 mapping\test6 - try newer vbsp\boxstation.bsp
Wrote ZIP buffer, estimated size 105885, actual size 105671
10 seconds elapsed
However, VVIS just sits there. (Thing is, it used to compile fast. At some point it exploded in complexity)
vvis fast verbose outputs:
---------------------------------------------------------------------
8212 portalclusters
17650 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (23)
cluster 0 : 4636 visible
cluster 1 : 4636 visible
cluster 2 : 5113 visible
cluster 3 : 5113 visible
[...] (~8,000 lines)
cluster 8208 : 5678 visible
cluster 8209 : 5224 visible
cluster 8210 : 4983 visible
cluster 8211 : 4529 visible
Optimized: 2506685 visible clusters (7.63%)
Total clusters visible: 32868803
Average clusters visible: 4002
Building PAS...
Average clusters audible: 7983
visdatasize:13999268 compressed from 16949568
writing c:\users\katastic\desktop\dev\hl2 mapping\test6 - try newer vbsp\boxstation.bsp
33 seconds elapsed
I'm wondering if I just leave vvis running for hours, it'll finish. I didn't realize my world was "so huge" compared to others as my actual GEOMETRY consists of very simple runs of cubes. (It was each tile = 1 cube = 1 brush. But I "optimized" that into spans of walls, and rectangular floors to reduce the complexity.)
What I'm not sure is, if I'm doing something explicitly "wrong" that's making the complexity explode, or if my map is simply huge and I've hit the Source engine's hardcoded limits.
For the fun of it, I remade the Space Station 13 BoxStation map:
https://tgstation13.org/wiki//images/d/d1/Boxstation.png
Here's an old progress photo (it's basically done now)
https://imgur.com/a/gxXByFN
Another photo showing size:
https://i.imgur.com/NQVuivL.png
I've got a couple problems. First, do these bounding boxes indicate some sort of skybox failure / leak?
https://i.imgur.com/mJlOs8f.png
I'm not sure if Hammer is showing that because VBSP only got "that far" before failing, or if it's specifically that area.
When I could get it to compile, and run Gmod with mat_leafvis on, the entire game runs at like 1 FPS because of how many there are. I'm not sure if that's normal or not.
Currently, VSBP does compile. (I have had plenty of issues with T-junction errors before, currently not though.)
WriteBSP...
done (2)
writing c:\users\katastic\desktop\dev\hl2 mapping\test6 - try newer vbsp\boxstation.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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 (4) (1663177 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2871 texinfos to 2082
Reduced 79 texdatas to 78 (1132 bytes to 1124)
Writing c:\users\katastic\desktop\dev\hl2 mapping\test6 - try newer vbsp\boxstation.bsp
Wrote ZIP buffer, estimated size 105885, actual size 105671
10 seconds elapsed
However, VVIS just sits there. (Thing is, it used to compile fast. At some point it exploded in complexity)
vvis fast verbose outputs:
---------------------------------------------------------------------
8212 portalclusters
17650 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (23)
cluster 0 : 4636 visible
cluster 1 : 4636 visible
cluster 2 : 5113 visible
cluster 3 : 5113 visible
[...] (~8,000 lines)
cluster 8208 : 5678 visible
cluster 8209 : 5224 visible
cluster 8210 : 4983 visible
cluster 8211 : 4529 visible
Optimized: 2506685 visible clusters (7.63%)
Total clusters visible: 32868803
Average clusters visible: 4002
Building PAS...
Average clusters audible: 7983
visdatasize:13999268 compressed from 16949568
writing c:\users\katastic\desktop\dev\hl2 mapping\test6 - try newer vbsp\boxstation.bsp
33 seconds elapsed
I'm wondering if I just leave vvis running for hours, it'll finish. I didn't realize my world was "so huge" compared to others as my actual GEOMETRY consists of very simple runs of cubes. (It was each tile = 1 cube = 1 brush. But I "optimized" that into spans of walls, and rectangular floors to reduce the complexity.)
What I'm not sure is, if I'm doing something explicitly "wrong" that's making the complexity explode, or if my map is simply huge and I've hit the Source engine's hardcoded limits.