Map Compile Time

Meyer

Newbie
Joined
Nov 21, 2004
Messages
78
Reaction score
0
I made a map today... it's still very basic... I haven't even begun to texture my map. I don't have any props in it yet, it's all brushes up untill now... but for some reason my compile is taking HOURS... what confuses me the most is that the 'PortalFlow' thing during the compiling is what takes longest. It's still busy actually... I've made other maps that are far more complicated than this one and take not even 5 minutes to compile... does anyone know what is wrong?
 
Meyer said:
I made a map today... it's still very basic... I haven't even begun to texture my map. I don't have any props in it yet, it's all brushes up untill now... but for some reason my compile is taking HOURS... what confuses me the most is that the 'PortalFlow' thing during the compiling is what takes longest. It's still busy actually... I've made other maps that are far more complicated than this one and take not even 5 minutes to compile... does anyone know what is wrong?

Forget what I said... false alarm... for some reason vvis.exe was running twice... when I stopped one the compile went on with it's normal pace...
 
OK now I'm really at a loss... I thought I fixed it but it still takes hours to compile and again it takes longest at the PortalFLow part... Does anyone know what causes this?... I tried compiling at my bro's PC too but it takes long there too and he has one killer Processor... someone... HELP!
 
look for errors in the log-file (or the compile-window). Sounds like u got a leak or error. post the log-file...
 
Well I haven't let the compile finish cause it's taking too damn long... I seriously had it on for 2 hours and still it wasn't ready...
 
Try watching the compile window as it shows text and try to snap a few keywords that sticks out. If one block is repeated in the compile window several times its prolly an error. Get some sample from it or its no way we can look for an answer. You could also take a backup of your map and then strip it down to basics and try compiling then try to isolate what part is causing the long compile time.

edit: I've had compile time increase from 10sec to 10 mins just by miss-adding one simple brush/prop.
 
Try Alt+P (checks for problems).

Maybe attach the .vmf as a ZIP for us to look? They get compressed very nicely (10:1 easily) because they're text files, so you'll most likely be able to attach it here.
 
lol i had mine compile for more than 1 WEEK!!!!111oneoneone
 
OK I just cut the PortalFLow thing off (by stopping the vvis.exe process) and let the rest go ahead. this is what I got.


** Executing...
** Command: "d:\steam\steamapps\[email protected]\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: d:\steam\steamapps\SourceMods\Deadly Alliance\materials
Loading D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge.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 (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day02_01...
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) (41016 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "d:\steam\steamapps\[email protected]\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading d:\steam\steamapps\[email protected]\sourcesdk\da_bridge.bsp
reading d:\steam\steamapps\[email protected]\sourcesdk\da_bridge.prt
624 portalclusters
1925 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...
** Executing...
** Command: "d:\steam\steamapps\[email protected]\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'd:\steam\steamapps\[email protected]\sourcesdk\bin\lights.rad']
[45 texlights parsed from 'd:\steam\steamapps\[email protected]\sourcesdk\bin\lights.rad']

Loading d:\steam\steamapps\[email protected]\sourcesdk\da_bridge.bsp
No vis information, direct lighting only.
2205 faces
6697054 square feet [964375872.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (172)
Build Patch/Sample Hash Table(s).....Done<0.0706 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Ready to Finish
0 of 0 (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 1/1024 48/49152 ( 0.1%)
brushes 103/8192 1236/98304 ( 1.3%)
brushsides 674/65536 5392/524288 ( 1.0%)
planes 404/65536 8080/1310720 ( 0.6%)
vertexes 3252/65536 39024/786432 ( 5.0%)
nodes 1306/65536 41792/2097152 ( 2.0%)
texinfos 35/12288 2520/884736 ( 0.3%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2205/65536 123480/3670016 ( 3.4%)
origfaces 431/65536 24136/3670016 ( 0.7%)
leaves 1308/65536 73248/3670016 ( 2.0%)
leaffaces 2307/65536 4614/131072 ( 3.5%)
leafbrushes 708/65536 1416/131072 ( 1.1%)
surfedges 11580/512000 46320/2048000 ( 2.3%)
edges 6012/256000 24048/1024000 ( 2.3%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 262/32768 2620/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3342/65536 6684/131072 ( 5.1%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 5636276/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 295/393216 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 41016/4194304 ( 1.0%)
==== Total Win32 BSP file data space used: 6092553 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 6051537 bytes ====

Total triangle count: 5338
Writing d:\steam\steamapps\[email protected]\sourcesdk\da_bridge.bsp
2 minutes, 55 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge.bsp" "d:\steam\steamapps\SourceMods\Deadly Alliance\maps\da_bridge.bsp"


** Executing...
** Command: "d:\steam\steamapps\[email protected]\half-life 2\hl2.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" -dev -console +map "da_bridge"
 
Damn I compiled the wrong version of the mod there... isn't there a way to just edit posts?... now I have to make a new reply and I think that's pretty annoying... but anyway... I did the exact same with this one...


** Executing...
** Command: "d:\steam\steamapps\[email protected]\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: d:\steam\steamapps\SourceMods\Deadly Alliance\materials
Loading D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_day02_01...
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...
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 3406.00, 104.00)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 3406.00, 104.00)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 3406.00, 116.42)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 3406.00, 88.00)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 3406.00, 88.00)
Degenerate Triangle
(-3584.00, 1180.00, 60.66), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 1180.00, 61.00), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1180.00, 60.31), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1180.00, 61.35), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.50), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 1180.00, 67.22), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1180.00, 61.00), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 1180.00, 61.35), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 3406.00, 40.00)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 3406.00, 40.00)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 3406.00, 8.00)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 3406.00, 24.00)
Degenerate Triangle
(-3584.00, 1180.00, 59.19), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 1180.00, 59.59), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 1180.00, 59.19), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 1180.00, 60.31), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1180.00, 59.59), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 2664.00, 63.49), (-3584.00, 1922.00, 63.51), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, 1922.00, 63.51), (-3584.00, 1180.00, 59.96), (-3584.00, 1922.00, 63.51)
Degenerate Triangle
(-3584.00, -3272.00, 64.16), (-3584.00, -2530.00, -43.48), (-3584.00, -2530.00, -43.48)
Degenerate Triangle
(-3584.00, -2530.00, -43.48), (-3584.00, -1788.00, -316.07), (-3584.00, -2530.00, -43.48)
Degenerate Triangle
(-3584.00, -3272.00, 64.16), (-3584.00, -2530.00, -43.41), (-3584.00, -2530.00, -43.41)
Degenerate Triangle
(-3584.00, -2530.00, -43.41), (-3584.00, -1788.00, -316.03), (-3584.00, -2530.00, -43.41)
Degenerate Triangle
(-3584.00, -1788.00, -316.10), (-3584.00, -2530.00, -43.53), (-3584.00, -2530.00, -43.53)
Degenerate Triangle
(-3584.00, -2530.00, -43.53), (-3584.00, -3272.00, 64.16), (-3584.00, -2530.00, -43.53)
Degenerate Triangle
(-3584.00, -1788.00, -316.07), (-3584.00, -2530.00, -43.48), (-3584.00, -2530.00, -43.48)
Degenerate Triangle
(-3584.00, -2530.00, -43.48), (-3584.00, -3272.00, 64.16), (-3584.00, -2530.00, -43.48)
Degenerate Triangle
(-3584.00, -4756.00, 64.51), (-3584.00, -4014.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4014.00, 64.51), (-3584.00, -3272.00, 64.16), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -3272.00, 64.16), (-3584.00, -4014.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4014.00, 64.51), (-3584.00, -4756.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -3272.00, 64.16), (-3584.00, -4014.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4014.00, 64.51), (-3584.00, -4756.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4756.00, 64.51), (-3584.00, -4014.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4014.00, 64.51), (-3584.00, -3272.00, 64.16), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -3272.00, 64.16), (-3584.00, -2530.00, -43.53), (-3584.00, -2530.00, -43.53)
Degenerate Triangle
(-3584.00, -2530.00, -43.53), (-3584.00, -1788.00, -315.98), (-3584.00, -2530.00, -43.53)
Degenerate Triangle
(-3584.00, -3272.00, 64.16), (-3584.00, -2530.00, -43.50), (-3584.00, -2530.00, -43.50)
Degenerate Triangle
(-3584.00, -2530.00, -43.50), (-3584.00, -1788.00, -315.96), (-3584.00, -2530.00, -43.50)
Degenerate Triangle
(-3584.00, -3272.00, 64.16), (-3584.00, -2530.00, -43.37), (-3584.00, -2530.00, -43.37)
Degenerate Triangle
(-3584.00, -2530.00, -43.37), (-3584.00, -1788.00, -316.01), (-3584.00, -2530.00, -43.37)
Degenerate Triangle
(-3584.00, -1788.00, -315.98), (-3584.00, -2530.00, -43.53), (-3584.00, -2530.00, -43.53)
Degenerate Triangle
(-3584.00, -2530.00, -43.53), (-3584.00, -3272.00, 64.16), (-3584.00, -2530.00, -43.53)
Degenerate Triangle
(-3584.00, -4756.00, 64.51), (-3584.00, -4014.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4014.00, 64.51), (-3584.00, -3272.00, 64.16), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -3272.00, 64.16), (-3584.00, -4014.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4014.00, 64.51), (-3584.00, -4756.00, 64.52), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4756.00, 64.52), (-3584.00, -4014.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4014.00, 64.51), (-3584.00, -3272.00, 64.16), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4756.00, 64.52), (-3584.00, -4014.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4014.00, 64.51), (-3584.00, -3272.00, 64.16), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -3272.00, 64.16), (-3584.00, -4014.00, 64.51), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(-3584.00, -4014.00, 64.51), (-3584.00, -4756.00, 64.52), (-3584.00, -4014.00, 64.51)
Degenerate Triangle
(3072.00, 4148.00, 80.85), (3072.00, 3406.00, 63.63), (3072.00, 3406.00, 63.63)
Degenerate Triangle
(3072.00, 3406.00, 63.63), (3072.00, 2664.00, 64.51), (3072.00, 3406.00, 63.63)
Degenerate Triangle
(3072.00, 4148.00, 75.19), (3072.00, 3406.00, 63.63), (3072.00, 3406.00, 63.63)
Degenerate Triangle
(3072.00, 3406.00, 63.63), (3072.00, 2664.00, 64.51), (3072.00, 3406.00, 63.63)
Degenerate Triangle
(3072.00, -304.00, -46.16), (3072.00, 438.00, -408.97), (3072.00, 438.00, -408.97)
Degenerate Triangle
(3072.00, 438.00, -408.97), (3072.00, 1180.00, 79.38), (3072.00, 438.00, -408.97)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, 66.46)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, 54.27)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, 54.27)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 120.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 104.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 104.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 88.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 72.00)
Degenerate Triangle
(3072.00, -304.00, -46.60), (3072.00, -1046.00, -184.66), (3072.00, -1046.00, -184.66)
Degenerate Triangle
(3072.00, -1046.00, -184.66), (3072.00, -1788.00, -289.65), (3072.00, -1046.00, -184.66)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, 38.91)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, 23.92)
Degenerate Triangle
(3072.00, -304.00, -46.86), (3072.00, -1046.00, -184.66), (3072.00, -1046.00, -184.66)
Degenerate Triangle
(3072.00, -1046.00, -184.66), (3072.00, -1788.00, -289.66), (3072.00, -1046.00, -184.66)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, 9.27)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, -5.03)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, -5.03)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 56.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 40.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 40.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 24.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 8.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -4014.00, 8.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, -19.00)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, -107.02)
Degenerate Triangle
(3072.00, -3272.00, 60.57), (3072.00, -3272.00, 60.57), (3072.00, -2530.00, -107.02)
Degenerate Triangle
(3072.00, 4148.00, 51.43), (3072.00, 3406.00, 63.63), (3072.00, 3406.00, 63.63)
Degenerate Triangle
(3072.00, 3406.00, 63.63), (3072.00, 2664.00, 64.51), (3072.00, 3406.00, 63.63)
Degenerate Triangle
(3072.00, 1180.00, -595.53), (3072.00, 438.00, -409.04), (3072.00, 438.00, -409.04)
Degenerate Triangle
(3072.00, 438.00, -409.04), (3072.00, -304.00, -48.31), (3072.00, 438.00, -409.04)
Degenerate Triangle
(3072.00, -304.00, -48.31), (3072.00, 438.00, -409.04), (3072.00, 438.00, -409.04)
Degenerate Triangle
(3072.00, 438.00, -409.04), (3072.00, 1180.00, -595.53), (3072.00, 438.00, -409.04)
Degenerate Triangle
(3072.00, 2664.00, 64.51), (3072.00, 3406.00, 63.63), (3072.00, 3406.00, 63.63)
Degenerate Triangle
(3072.00, 3406.00, 63.63), (3072.00, 4148.00, 45.47), (3072.00, 3406.00, 63.63)
Degenerate Triangle
(1408.00, 5632.00, 75.78), (1824.00, 5632.00, 63.49), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1824.00, 5632.00, 63.49), (2240.00, 5632.00, 64.54), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(2240.00, 5632.00, 64.56), (1824.00, 5632.00, 63.49), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1824.00, 5632.00, 63.49), (1408.00, 5632.00, 81.81), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1408.00, 5632.00, 81.81), (1824.00, 5632.00, 63.49), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1824.00, 5632.00, 63.49), (2240.00, 5632.00, 64.56), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1408.00, 5632.00, 69.88), (1824.00, 5632.00, 63.49), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1824.00, 5632.00, 63.49), (2240.00, 5632.00, 64.51), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1408.00, 5632.00, 51.77), (1824.00, 5632.00, 63.49), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1824.00, 5632.00, 63.49), (2240.00, 5632.00, 64.45), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(2240.00, 5632.00, 64.47), (1824.00, 5632.00, 63.49), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1824.00, 5632.00, 63.49), (1408.00, 5632.00, 58.02), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(2240.00, 5632.00, 64.43), (1824.00, 5632.00, 63.49), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1824.00, 5632.00, 63.49), (1408.00, 5632.00, 45.02), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1408.00, 5632.00, 45.02), (1824.00, 5632.00, 63.49), (1824.00, 5632.00, 63.49)
Degenerate Triangle
(1824.00, 5632.00, 63.49), (2240.00, 5632.00, 64.43), (1824.00, 5632.00, 63.49)
done (2) (268686 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2
 
** Executing...
** Command: "d:\steam\steamapps\[email protected]\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading d:\steam\steamapps\[email protected]\sourcesdk\da_bridge.bsp
reading d:\steam\steamapps\[email protected]\sourcesdk\da_bridge.prt
982 portalclusters
3241 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
PortalFlow: 0...1...2..
** Executing...
** Command: "d:\steam\steamapps\[email protected]\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'd:\steam\steamapps\[email protected]\sourcesdk\bin\lights.rad']
[45 texlights parsed from 'd:\steam\steamapps\[email protected]\sourcesdk\bin\lights.rad']

Loading d:\steam\steamapps\[email protected]\sourcesdk\da_bridge.bsp
No vis information, direct lighting only.
3408 faces
6988229 square feet [1006305088.00 square inches]
6 displacements
1192488 square feet [171718272.00 square inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (402)
Build Patch/Sample Hash Table(s).....Done<0.1378 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
Ready to Finish
0 of 0 (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 1/1024 48/49152 ( 0.1%)
brushes 189/8192 2268/98304 ( 2.3%)
brushsides 1238/65536 9904/524288 ( 1.9%)
planes 618/65536 12360/1310720 ( 0.9%)
vertexes 5185/65536 62220/786432 ( 7.9%)
nodes 1855/65536 59360/2097152 ( 2.8%)
texinfos 129/12288 9288/884736 ( 1.0%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1734/0 34680/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 92026/0 92026/0 ( 0.0%)
faces 3408/65536 190848/3670016 ( 5.2%)
origfaces 728/65536 40768/3670016 ( 1.1%)
leaves 1857/65536 103992/3670016 ( 2.8%)
leaffaces 3654/65536 7308/131072 ( 5.6%)
leafbrushes 1143/65536 2286/131072 ( 1.7%)
surfedges 18375/512000 73500/2048000 ( 3.6%)
edges 9694/256000 38776/1024000 ( 3.8%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 357/32768 3570/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4764/65536 9528/131072 ( 7.3%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 6607664/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 512/393216 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 20423/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 268686/4194304 ( 6.4%)
==== Total Win32 BSP file data space used: 7657825 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 7389139 bytes ====

Total triangle count: 8531
Writing d:\steam\steamapps\[email protected]\sourcesdk\da_bridge.bsp
6 minutes, 49 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\[email protected]\sourcesdk\da_bridge.bsp" "d:\steam\steamapps\SourceMods\Deadly Alliance\maps\da_bridge.bsp"


** Executing...
** Command: "d:\steam\steamapps\[email protected]\half-life 2\hl2.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" -dev -console +map "da_bridge"

it wouldn't let me post everything at once so heres the rest (yes how annoying I know)
 
I'm pretty sure that those Degenerate Triangles have to do with your displacements.. I saw another guy somewhere with the same problem, and he said that it was the displacements in his map. I think he had to redo them, which is a pain, but if you want your map to work.. it has to be done. That would be the first thing I would check if I were you. if it isn't that.. then I don't really know.
 
OK so I decided to redo the map from scratch... I don't have any displacements in the map and I can't find any errors in the log which you can find at the end of my post... I am absolutely stunned... My map is big, it's not at all finished yet, it's outdoor, it's not at all detailed, no props as of yet... it has alot of water... why does the PortalFlow still take so friggin long? Is it because of the water? Is it because the map is so big? I don't get it anymore! In previous maps I made the PortalFlow thing took about 10 seconds tops... and those maps were far more detailed than this one and not that different in size... PLEASE HELP ME! The map doesn't even have a 'light_environment' or any other light source for that matter for christ sake... I'm desperate! This is the first good map idea I've had since I started mapping... :(


Here's the log, the only thing I did was cut off vvis.exe (and thus PortalFLow) because it took too damn long...

** Executing...
** Command: "d:\steam\steamapps\teh_luz\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "D:\Steam\SteamApps\teh_luz\sourcesdk\bin\da_bridge"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: d:\steam\steamapps\SourceMods\Deadly Alliance\materials
Loading D:\Steam\SteamApps\teh_luz\sourcesdk\bin\da_bridge.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 (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Steam\SteamApps\teh_luz\sourcesdk\bin\da_bridge.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day02_01...
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) (41061 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:\Steam\SteamApps\teh_luz\sourcesdk\bin\da_bridge.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "d:\steam\steamapps\teh_luz\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "D:\Steam\SteamApps\teh_luz\sourcesdk\bin\da_bridge"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading d:\steam\steamapps\teh_luz\sourcesdk\bin\da_bridge.bsp
reading d:\steam\steamapps\teh_luz\sourcesdk\bin\da_bridge.prt
1302 portalclusters
3258 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (10)
PortalFlow: 0...1...2...3...4...5...
** Executing...
** Command: "d:\steam\steamapps\teh_luz\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "D:\Steam\SteamApps\teh_luz\sourcesdk\bin\da_bridge"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'd:\steam\steamapps\teh_luz\sourcesdk\bin\lights.rad']
[45 texlights parsed from 'd:\steam\steamapps\teh_luz\sourcesdk\bin\lights.rad']

Loading d:\steam\steamapps\teh_luz\sourcesdk\bin\da_bridge.bsp
No vis information, direct lighting only.
9375 faces
22086273 square feet [3180423424.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
Build Patch/Sample Hash Table(s).....Done<9.5117 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (25)
FinalLightFace Done
Ready to Finish
0 of 0 (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 1/1024 48/49152 ( 0.1%)
brushes 117/8192 1404/98304 ( 1.4%)
brushsides 731/65536 5848/524288 ( 1.1%)
planes 342/65536 6840/1310720 ( 0.5%)
vertexes 9990/65536 119880/786432 (15.2%)
nodes 2847/65536 91104/2097152 ( 4.3%)
texinfos 35/12288 2520/884736 ( 0.3%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 9375/65536 525000/3670016 (14.3%)
origfaces 406/65536 22736/3670016 ( 0.6%)
leaves 2849/65536 159544/3670016 ( 4.3%)
leaffaces 10339/65536 20678/131072 (15.8%)
leafbrushes 1754/65536 3508/131072 ( 2.7%)
surfedges 40860/512000 163440/2048000 ( 8.0%)
edges 20738/256000 82952/1024000 ( 8.1%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 153/32768 1530/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1914/65536 3828/131072 ( 2.9%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 15889872/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 530/393216 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 40439/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 41061/4194304 ( 1.0%)
==== Total Win32 BSP file data space used: 17183100 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 17142039 bytes ====

Total triangle count: 20494
Writing d:\steam\steamapps\teh_luz\sourcesdk\bin\da_bridge.bsp
1 minute, 3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\teh_luz\sourcesdk\bin\da_bridge.bsp" "d:\steam\steamapps\SourceMods\Deadly Alliance\maps\da_bridge.bsp"


** Executing...
** Command: "d:\steam\steamapps\teh_luz\half-life 2\hl2.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" -dev -console +map "da_bridge"
 
for your map... how big is big?
and how much water is alot of water?

both of these combined, along with nothing to block vis, outdoor map, compile times could take a really long time.
 
So what should I do to block the vision?... add fog?
 
OK thx... I'm still a noob at mapping so I freak out every once in a while when I walk into a problem... I added some fog and it did make the compile time take less time...

This brings up a question though... I want to create a destroyed building (I already did actually) and I want to have it burn and create smoke. My question is... could I create smoke that has the same effect as the fog so it blocks vision? I remember one of the menu backgrounds from HL2 had smoking destroyed buildings in them... can anyone help me with this idea?
 
Lots of water usually makes the RAD time go up more than VIS. Just to be sure, put the water in an invisible group and then run the compile. It won't compile anything that's in an invisible group. If it suddenly takes a lot less time you've found your problem. If not, put the water back in and start taking other items out until you find the problem.

Also, try running VIS and RAD in Fast Mode rather than Normal and check the results.

Additionally, make sure that any complex geometry you have is tied to func_detail. Things like stairs and pillairs will destroy your VIS if they are not tied to func_detail.

EDIT: I guess you solved it while I was typing...
 
Ohw well thx anyway... I can use that to cut the Compile time even more...

Can anyone help me with the smoke thing btw? (previous post)
 
I don't believe that env_smokestack can block VIS.
 
If you have wide open areas, cut them off from the detail areas with a hint brush to further reduce compile times. I've gone from a LONG compile (never bothered letting it finish) to just under 3 hours by adding hint brushes and converting small brushes to detail brushes.
 
k... noob question... how do I create a hint brush?
 
how do you remove degenerite triangles i have a ton of them!!!!!!
 
Anable said:
Lots of water usually makes the RAD time go up more than VIS. Just to be sure, put the water in an invisible group and then run the compile. It won't compile anything that's in an invisible group. If it suddenly takes a lot less time you've found your problem. If not, put the water back in and start taking other items out until you find the problem.

Also, try running VIS and RAD in Fast Mode rather than Normal and check the results.

Additionally, make sure that any complex geometry you have is tied to func_detail. Things like stairs and pillairs will destroy your VIS if they are not tied to func_detail.

EDIT: I guess you solved it while I was typing...



DUDE! You were not kidding. I had a small map i was working on that took 38 minutes to complete vvis.exe. I assumed this was because of the 9 lights that were in the room, but I took your advice, went back, and changed all my complex geometry to func_detail and it went down to about 43 seconds. *high five* Heh i'm seriously stoked.
 
Anable said:
I don't believe that env_smokestack can block VIS.

Clip and fog distance
Use of distance clipping can decrease the number of visible objects and improve rendering speed. Level designers can control the distance at which objects are “clipped” or not drawn. Visible fog can be enabled to help hide the edge of the clipping.

See env_fog_controller in the entity documentation for more details on how to set the fog and clip distances.
 
you need to learn a few tools:

cordon: use this to compile your map in blocks

visgroups: each entity can belong to any combination of visgroups (or none at all); when unchecked, you won't see them in the editor windows AND they won't be included in the build (so always make sure everything is checked when doing a full build)

also, if it's telling you exaclty what triangles are giving it problems, you can go to those coordinates to see exactly where the problems are
 
Back
Top