Dead-Inside wrote:Post the compilelog.
** Executing...
** Command: "c:\program files\valve\steam\steamapps\lotek2384@aol.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\lotek2384@aol.com\half-life 2 deathmatch\hl2mp" "D:\Stuff\mymap2"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\lotek2384@aol.com\half-life 2 deathmatch\hl2mp\materials
Loading D:\Stuff\mymap2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 54 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Stuff\mymap2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_07...
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) (521172 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (1050466 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Writing D:\Stuff\mymap2.bsp
12 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 13
** Executing...
** Command: "c:\program files\valve\steam\steamapps\lotek2384@aol.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\lotek2384@aol.com\half-life 2 deathmatch\hl2mp" "D:\Stuff\mymap2"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading d:\stuff\mymap2.bsp
reading d:\stuff\mymap2.prt
759 portalclusters
2215 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (379)
Optimized: 1190 visible clusters (0.00%)
Total clusters visible: 172501
Average clusters visible: 227
Building PAS...
Average clusters audible: 589
visdatasize:124300 compressed from 145728
writing d:\stuff\mymap2.bsp
6 minutes, 22 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\lotek2384@aol.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\lotek2384@aol.com\half-life 2 deathmatch\hl2mp" "D:\Stuff\mymap2"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\stuff\mymap2.bsp
3677 faces
2 degenerate faces
223657 square feet [32206640.00 square inches]
12 displacements
6591 square feet [949227.63 square inches]
3675 patches before subdivision
26505 patches after subdivision
77 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (176)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (62)
transfers 1014815, max 233
transfer lists: 7.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(82024, 57177, 35388)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(12273, 7642, 3449)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2304, 1346, 441)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(508, 277, 65)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(120, 62, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(31, 15, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(8, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0410 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 11 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 759/8192 9108/98304 ( 9.3%)
brushsides 5830/65536 46640/524288 ( 8.9%)
planes 4264/65536 85280/1310720 ( 6.5%)
vertexes 6843/65536 82116/786432 (10.4%)
nodes 1709/65536 54688/2097152 ( 2.6%)
texinfos 1420/12288 102240/884736 (11.6%)
texdata 109/2048 3488/65536 ( 5.3%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 2012/0 40240/0 ( 0.0%)
disp_tris 3456/0 6912/0 ( 0.0%)
disp_lmsamples 18593/0 18593/0 ( 0.0%)
faces 3677/65536 205912/3670016 ( 5.6%)
origfaces 2452/65536 137312/3670016 ( 3.7%)
leaves 1730/65536 96880/3670016 ( 2.6%)
leaffaces 4357/65536 8714/131072 ( 6.6%)
leafbrushes 1577/65536 3154/131072 ( 2.4%)
surfedges 27336/512000 109344/2048000 ( 5.3%)
edges 16526/256000 66104/1024000 ( 6.5%)
worldlights 74/8192 6512/720896 ( 0.9%)
waterstrips 313/32768 3130/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5733/65536 11466/131072 ( 8.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 1/512 352/180224 ( 0.2%)
lightdata [variable] 1534884/0 ( 0.0%)
visdata [variable] 124300/16777216 ( 0.7%)
entdata [variable] 74256/393216 (18.9%)
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] 1/7260 ( 0.0%)
dtl prp lght [variable] 1/429 ( 0.2%)
static props [variable] 1/10366 ( 0.0%)
pakfile [variable] 25801/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 521172/4194304 (12.4%)
==== Total Win32 BSP file data space used: 3381689 bytes ====
Linux Specific Data:
physicssurface [variable] 1050466/6291456 (16.7%)
==== Total Linux BSP file data space used: 3910983 bytes ====
Total triangle count: 10163
Writing d:\stuff\mymap2.bsp
4 minutes, 4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Stuff\mymap2.bsp" "c:\program files\valve\steam\steamapps\lotek2384@aol.com\half-life 2 deathmatch\hl2mp\maps\mymap2.bsp"
I notice the note in the log that says run buildcubemaps.. Sometimes I can, but even when I can, it will still crash.. I have a feeling I have too many leaves. Ive tried my damndest to minimize them.. Ive done a decent job at ridding a good amount of them.. But theres still a lot showing in glview...
DarkMortar wrote:just be sure to fix the 3d sky box in the 3rd pic, that building is showing, lower it.
I did in the latest build. Looks much better, actually! =D