by Zaughi on Wed Dec 18, 2013 6:15 pm
Okay, I was compiling a new build of my map, and it fails to do so. Here is the compile log:
Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_Birkutgrad\RP_Birkutgrad\RP_Birkutgrad.vmf"
Valve Software - vbsp.exe (Sep 20 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_Birkutgrad\RP_Birkutgrad\RP_Birkutgrad.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 244912: MAX_MAP_PLANES
Side 1
Texture: DEV/DEV_COMBINEMONITOR_3
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_Birkutgrad\RP_Birkutgrad\RP_Birkutgrad"
Valve Software - vvis.exe (Sep 20 2013)
4 threads
reading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.bsp
reading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.prt
LoadPortals: couldn't read c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.prt
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_Birkutgrad\RP_Birkutgrad\RP_Birkutgrad"
Valve Software - vrad.exe SSE (Sep 20 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (8.52 seconds)
15908 faces
6 degenerate faces
2924453 square feet [421121216.00 square inches]
3 Displacements
5866 Square Feet [844800.00 Square Inches]
129 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (74)
Build Patch/Sample Hash Table(s).....Done<0.0616 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (20)
FinalLightFace Done
47 of 65 (72% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (70)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 124/1024 5952/49152 (12.1%)
brushes 3705/8192 44460/98304 (45.2%)
brushsides 46603/65536 372824/524288 (71.1%)
planes 53022/65536 1060440/1310720 (80.9%) VERY FULL!
vertexes 32201/65536 386412/786432 (49.1%)
nodes 9873/65536 315936/2097152 (15.1%)
texinfos 5564/12288 400608/884736 (45.3%)
texdata 1257/2048 40224/65536 (61.4%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 243/0 4860/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 14856/0 14856/0 ( 0.0%)
faces 15908/65536 890848/3670016 (24.3%)
hdr faces 15908/65536 890848/3670016 (24.3%)
origfaces 9999/65536 559944/3670016 (15.3%)
leaves 9998/65536 319936/2097152 (15.3%)
leaffaces 22505/65536 45010/131072 (34.3%)
leafbrushes 10177/65536 20354/131072 (15.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 104077/512000 416308/2048000 (20.3%)
edges 70617/256000 282468/1024000 (27.6%)
LDR worldlights 129/8192 11352/720896 ( 1.6%)
HDR worldlights 129/8192 11352/720896 ( 1.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 250/1024 4000/16384 (24.4%)
overlays 62/512 21824/180224 (12.1%)
LDR lightdata [variable] 7018784/0 ( 0.0%)
HDR lightdata [variable] 7018784/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 220763/393216 (56.1%)
LDR ambient table 9998/65536 39992/262144 (15.3%)
HDR ambient table 9998/65536 39992/262144 (15.3%)
LDR leaf ambient 24563/65536 687764/1835008 (37.5%)
HDR leaf ambient 23916/65536 669648/1835008 (36.5%)
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] 1/48692 ( 0.0%)
pakfile [variable] 27060974/0 ( 0.0%)
physics [variable] 1414164/4194304 (33.7%)
physics terrain [variable] 203/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32099
Writing c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.bsp
2 minutes, 54 seconds elapsed
Valve Software - vrad.exe SSE (Sep 20 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (8.56 seconds)
15908 faces
6 degenerate faces
2924453 square feet [421121216.00 square inches]
3 Displacements
5866 Square Feet [844800.00 Square Inches]
129 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (75)
Build Patch/Sample Hash Table(s).....Done<0.0896 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (29)
FinalLightFace Done
55 of 65 (84% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (132)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 124/1024 5952/49152 (12.1%)
brushes 3705/8192 44460/98304 (45.2%)
brushsides 46603/65536 372824/524288 (71.1%)
planes 53022/65536 1060440/1310720 (80.9%) VERY FULL!
vertexes 32201/65536 386412/786432 (49.1%)
nodes 9873/65536 315936/2097152 (15.1%)
texinfos 5564/12288 400608/884736 (45.3%)
texdata 1257/2048 40224/65536 (61.4%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 243/0 4860/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 14856/0 14856/0 ( 0.0%)
faces 15908/65536 890848/3670016 (24.3%)
hdr faces 15908/65536 890848/3670016 (24.3%)
origfaces 9999/65536 559944/3670016 (15.3%)
leaves 9998/65536 319936/2097152 (15.3%)
leaffaces 22505/65536 45010/131072 (34.3%)
leafbrushes 10177/65536 20354/131072 (15.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 104077/512000 416308/2048000 (20.3%)
edges 70617/256000 282468/1024000 (27.6%)
LDR worldlights 129/8192 11352/720896 ( 1.6%)
HDR worldlights 129/8192 11352/720896 ( 1.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 250/1024 4000/16384 (24.4%)
overlays 62/512 21824/180224 (12.1%)
LDR lightdata [variable] 7018784/0 ( 0.0%)
HDR lightdata [variable] 7018784/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 220763/393216 (56.1%)
LDR ambient table 9998/65536 39992/262144 (15.3%)
HDR ambient table 9998/65536 39992/262144 (15.3%)
LDR leaf ambient 24563/65536 687764/1835008 (37.5%)
HDR leaf ambient 23916/65536 669648/1835008 (36.5%)
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] 1/48692 ( 0.0%)
pakfile [variable] 27060974/0 ( 0.0%)
physics [variable] 1414164/4194304 (33.7%)
physics terrain [variable] 203/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32099
Writing c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_birkutgrad\rp_birkutgrad\RP_Birkutgrad.bsp
4 minutes, 5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_Birkutgrad\RP_Birkutgrad\RP_Birkutgrad.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\RP_Birkutgrad.bsp"
Can there really be too many brushes in a map? I've seen maps far larger and more complex than mine, which is basically a bunch of HL2 maps slapped together.