- Sep 28, 2011
- 16
- 3
I'll just post the mandatory compile log before going any further...
Now, I checked this log through the Interlopers parser, and it only returned a few, minor errors. However, one thing that's got me real concerned is the Physics memory:
After some compiling and disabling VisGroups, I concluded that the main problem is the displacements in my map. Pretty much all the ground in my map is made up of displacements, merely because there's a lot of outdoor areas and I needed to paint/displace the grass and dirt.
The map is kind of laggy in-game. Not unbearable, but just enough to irritate your eyes and annoy you.
Is there any way to work around this?
Code:
================== VBSP ==================
materialPath: F:\program files\steam\steamapps\moronmaster\team fortress 2\tf\materials
Loading F:\Games\[Hammer Maps]\Team Fortress 2\trade_mentel\trade_mentel.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_mentel/nature/blendgroundtocobble001_wvt_patch
Patching WVT material: maps/trade_mentel/harvest/ground_to_green_grass_001_wvt_patch
Patching WVT material: maps/trade_mentel/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/trade_mentel/nature/blendgroundtograss008_wvt_patch
Patching WVT material: maps/trade_mentel/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/trade_mentel/swamp/nature/blenddirtswampgrass001_wvt_patch
Patching WVT material: maps/trade_mentel/swamp/nature/blendswampmudtodirt001_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 1036 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Games\[Hammer Maps]\Team Fortress 2\trade_mentel\trade_mentel.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (5154896 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
Material SWAMP/NATURE/BLENDDIRTSWAMPGRASS001 uses unknown detail object type tf_swamp_grass!
.10
Compacting texture/material tables...
Reduced 1587 texinfos to 577
Reduced 63 texdatas to 50 (2154 bytes to 1551)
Writing F:\Games\[Hammer Maps]\Team Fortress 2\trade_mentel\trade_mentel.bsp
3 seconds elapsed
================== VVIS ==================
8 threads
reading f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
reading f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.prt
181 portalclusters
810 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 30 visible clusters (0.00%)
Total clusters visible: 31518
Average clusters visible: 174
Building PAS...
Average clusters audible: 179
visdatasize:9745 compressed from 8688
writing f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
18 seconds elapsed
================== VRAD ==================
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
3251 faces
3 degenerate faces
1639623 square feet [236105792.00 square inches]
145 Displacements
437142 Square Feet [62948448.00 Square Inches]
3248 patches before subdivision
34220 patches after subdivision
25 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2448634, max 1014
transfer lists: 18.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(223597, 143980, 72881)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(14925, 7651, 3308)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1697, 581, 145)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(407, 174, 42)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(56, 18, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(28, 10, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(5, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0146 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 16/1024 768/49152 ( 1.6%)
brushes 790/8192 9480/98304 ( 9.6%)
brushsides 5932/65536 47456/524288 ( 9.1%)
planes 6188/65536 123760/1310720 ( 9.4%)
vertexes 5746/65536 68952/786432 ( 8.8%)
nodes 1431/65536 45792/2097152 ( 2.2%)
texinfos 577/12288 41544/884736 ( 4.7%)
texdata 50/2048 1600/65536 ( 2.4%)
dispinfos 145/0 25520/0 ( 0.0%)
disp_verts 24905/0 498100/0 ( 0.0%)
disp_tris 43040/0 86080/0 ( 0.0%)
disp_lmsamples 692450/0 692450/0 ( 0.0%)
faces 3251/65536 182056/3670016 ( 5.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2388/65536 133728/3670016 ( 3.6%)
leaves 1448/65536 46336/2097152 ( 2.2%)
leaffaces 3698/65536 7396/131072 ( 5.6%)
leafbrushes 1368/65536 2736/131072 ( 2.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 25573/512000 102292/2048000 ( 5.0%)
edges 15805/256000 63220/1024000 ( 6.2%)
LDR worldlights 25/8192 2200/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 266/32768 2660/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5781/65536 11562/131072 ( 8.8%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 7/512 2464/180224 ( 1.4%)
LDR lightdata [variable] 6415080/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9745/16777216 ( 0.1%)
entdata [variable] 61747/393216 (15.7%)
LDR ambient table 1448/65536 5792/262144 ( 2.2%)
HDR ambient table 1448/65536 5792/262144 ( 2.2%)
LDR leaf ambient 6473/65536 181244/1835008 ( 9.9%)
HDR leaf ambient 1448/65536 40544/1835008 ( 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] 1/19690 ( 0.0%)
pakfile [variable] 7877/0 ( 0.0%)
physics [variable] 5154896/4194304 (122.9%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 9457
Writing f:\games\[hammer maps]\team fortress 2\trade_mentel\trade_mentel.bsp
24 seconds elapsed
Now, I checked this log through the Interlopers parser, and it only returned a few, minor errors. However, one thing that's got me real concerned is the Physics memory:
Code:
physics [variable] 5154896/4194304 (122.9%) VERY FULL!
The map is kind of laggy in-game. Not unbearable, but just enough to irritate your eyes and annoy you.
Is there any way to work around this?