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limit
04-04-2010, 01:10 AM
Hey all im haven some probs with Vvis compile its taken me over 1 hour to compile and thats on a normal compile i also do not uses the hammmer compiler i do not like it i use VBC.

In my map i have added areaportals and also made all the roof tops in to Func_ditals as well as the small stuff to help with compile but its still not helping. I have not done any hit/sikp stuff yet.

Please if you have any help tips or info on how to make it compile a bit faster i would love to know them

-=*FMJ*=-Green
04-04-2010, 03:39 AM
post the compile log please. we need more information or we could not help you.

limit
04-04-2010, 03:51 AM
ok on my next compile ill upload the log for all to see :)

limit
04-04-2010, 06:20 AM
Ok here is the compile info i have got the Vvis load down to 31mins but yeah im still not using hits/skips

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: f:\games\valve\steam\steamapps\*****************\s ourcesdk\bin\orangebox\bin\vbsp.exe -game "f:\games\valve\steam\steamapps\****************\da y of defeat source\dod" "F:\Games\Valve\Steam\SteamApps\***************\sou rcesdk_content\dod\mapsrc\smal"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: f:\games\valve\steam\steamapps\**************\day of defeat source\dod\materials
Loading F:\Games\Valve\Steam\SteamApps\****************\so urcesdk_content\dod\mapsrc\smal.vmf
Patching WVT material: maps/smal/stone/blendcobbledirt001a_argentan_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 400 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Games\Valve\Steam\SteamApps\******************* \sourcesdk_content\dod\mapsrc\smal.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09_hdr*.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_09_hdr*.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 (1) (584187 bytes)
Error! prop_static using model "models/props_c17/furniturecouch001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturecouch001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1955 texinfos to 996
Reduced 112 texdatas to 105 (2427 bytes to 2221)
Writing F:\Games\Valve\Steam\SteamApps\***************\sou rcesdk_content\dod\mapsrc\smal.bsp
9 seconds elapsed

Compile Complete for this module.
VBSP Completed: Sunday, April 04, 2010, 8:23:51 PM
VBSP: Error loading studio model "models/props_c17/furniturecouch001a.mdl"!
VBSP: Compile time: 9 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: f:\games\valve\steam\steamapps\*****************\s ourcesdk\bin\orangebox\bin\vvis.exe -game "f:\games\valve\steam\steamapps\*************\day of defeat source\dod" "F:\Games\Valve\Steam\SteamApps\*************\sourc esdk_content\dod\mapsrc\smal"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading f:\games\valve\steam\steamapps\**************\sour cesdk_content\dod\mapsrc\smal.bsp
reading f:\games\valve\steam\steamapps\*****************\s ourcesdk_content\dod\mapsrc\smal.prt
1384 portalclusters
3994 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 (1901)
Optimized: 8416 visible clusters (0.00%)
Total clusters visible: 490438
Average clusters visible: 354
Building PAS...
Average clusters audible: 1237
visdatasize:404092 compressed from 487168
writing f:\games\valve\steam\steamapps\****************\so urcesdk_content\dod\mapsrc\smal.bsp
31 minutes, 44 seconds elapsed

Compile Complete for this module.
VVIS Completed: Sunday, April 04, 2010, 8:55:36 PM
VVIS: Compile time: 31 minutes, 44 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: f:\games\valve\steam\steamapps\***************\sou rcesdk\bin\orangebox\bin\vrad.exe -game "f:\games\valve\steam\steamapps\**************\day of defeat source\dod" "F:\Games\Valve\Steam\SteamApps\*************\sourc esdk_content\dod\mapsrc\smal"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading f:\games\valve\steam\steamapps\***************\sou rcesdk_content\dod\mapsrc\smal.bsp
Error! Unable to load file "models/fishy/furniture/woodrail_128.dx80.vtx"
Setting up ray-trace acceleration structure... Done (8.85 seconds)
4975 faces
5 degenerate faces
241405 square feet [34762340.00 square inches]
36 Displacements
12353 Square Feet [1778937.88 Square Inches]
4970 patches before subdivision
27336 patches after subdivision
sun extent from map=0.034899
66 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
transfers 1574494, max 496
transfer lists: 12.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(24931, 14492, 5805)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(5380, 2340, 515)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1447, 468, 58)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(485, 112, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(183, 32, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(76, 10, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(33, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(15, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(7, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0236 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 5 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (22)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 64/1024 3072/49152 ( 6.3%)
brushes 1787/8192 21444/98304 (21.8%)
brushsides 11805/65536 94440/524288 (18.0%)
planes 4852/65536 97040/1310720 ( 7.4%)
vertexes 10024/65536 120288/786432 (15.3%)
nodes 3193/65536 102176/2097152 ( 4.9%)
texinfos 996/12288 71712/884736 ( 8.1%)
texdata 105/2048 3360/65536 ( 5.1%)
dispinfos 36/0 6336/0 ( 0.0%)
disp_verts 7492/0 149840/0 ( 0.0%)
disp_tris 13056/0 26112/0 ( 0.0%)
disp_lmsamples 38124/0 38124/0 ( 0.0%)
faces 4975/65536 278600/3670016 ( 7.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3571/65536 199976/3670016 ( 5.4%)
leaves 3258/65536 104256/2097152 ( 5.0%)
leaffaces 6490/65536 12980/131072 ( 9.9%)
leafbrushes 3150/65536 6300/131072 ( 4.8%)
areas 31/256 248/2048 (12.1%)
surfedges 39413/512000 157652/2048000 ( 7.7%)
edges 26123/256000 104492/1024000 (10.2%)
LDR worldlights 66/8192 5808/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 707/32768 7070/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12498/65536 24996/131072 (19.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 31/512 10912/180224 ( 6.1%)
LDR lightdata [variable] 1127044/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 404092/16777216 ( 2.4%)
entdata [variable] 89060/393216 (22.6%)
LDR ambient table 3258/65536 13032/262144 ( 5.0%)
HDR ambient table 3258/65536 13032/262144 ( 5.0%)
LDR leaf ambient 11024/65536 308672/1835008 (16.8%)
HDR leaf ambient 3258/65536 91224/1835008 ( 5.0%)
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] 1/34588 ( 0.0%)
dtl prp lght [variable] 1/204 ( 0.5%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/33508 ( 0.0%)
pakfile [variable] 212687/0 ( 0.0%)
physics [variable] 584187/4194304 (13.9%)
physics terrain [variable] 15726/1048576 ( 1.5%)

Level flags = 0

Total triangle count: 15104
Writing f:\games\valve\steam\steamapps\************\source sdk_content\dod\mapsrc\smal.bsp
1 minute, 34 seconds elapsed

Compile Complete for this module.
VRAD Completed: Sunday, April 04, 2010, 8:57:13 PM
VRAD: Compile time: 1 minute, 34 seconds elapsed

One Line Summary: 4/4/2010 8:57:13 PM, smal.vmf, Day of Defeat Source, normal , normal, normal, 00:00:11, 00:31:45, 00:01:36, 00:33:33
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: smal.vmf
VBSP - mode:normal , 9 seconds, 00:00:11 elapsed
VVIS - mode:normal, 31 minutes, 44 seconds, 00:31:45 elapsed
VRAD - mode:normal, 1 minute, 34 seconds(LDR), n/a(HDR), 00:01:36 elapsed
Total Compile time: 00:33:33

Punishment
04-04-2010, 07:49 AM
A half an hour for VIS is not terrible. Sure it means your map could be better optimized, but it's not as bad as, say 10 hours. I would recommend loading your map and typing mat_wireframe 1 in the console. If parts of your map are being drawn where they shouldn't then you need to optimize better.

-=*FMJ*=-Green
04-04-2010, 08:24 AM
have you place all buildings on grid? if not. this optimize the map near 80% if you place all buildings on grid.

please make a hammer screenshot.

caparzo_72
04-04-2010, 08:48 AM
Remark :

"Error! prop_static using model "models/props_c17/furniturecouch001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted."

This error should be corrected even if it entrainera probably no problem except the concerned object.
You used the model bad with the bad entity. Change or the 3D model in him even or then the prop entity (replace by that given in the error there)

Pariah Mouse
04-04-2010, 11:13 AM
Dont worry guys, i grabbed the vmf file off Limit and did a bit of optimizing.
Using VBCT to compile,on FINAL it took me only 2mins 22secs.

He still had a fair amount of brushes that needed to be turned into func_details.

Cheers, ratty

EDIT: started adding hints in places to control what the game sees depending on where the player stands. Getting very good fps, accept in the middle of the map. Too many windows, even with area_portals, the line of sight allows models inside buildings to render. Lowest fps i get is around 160 in the middle, everywhere else is over 250 fps.
Compile time is now 2mins 12 secs.

limit
04-05-2010, 01:06 AM
Dont worry guys, i grabbed the vmf file off Limit and did a bit of optimizing.
Using VBCT to compile,on FINAL it took me only 2mins 22secs.

He still had a fair amount of brushes that needed to be turned into func_details.

Cheers, ratty

EDIT: started adding hints in places to control what the game sees depending on where the player stands. Getting very good fps, accept in the middle of the map. Too many windows, even with area_portals, the line of sight allows models inside buildings to render. Lowest fps i get is around 160 in the middle, everywhere else is over 250 fps.
Compile time is now 2mins 12 secs.

Thanx mate ill have alook tonight and see where i whent wrong :)

limit
04-05-2010, 08:52 AM
Thanx to pariah mouse
for the help with my map i now get
=================================
Compile Summary - job mode: FINAL
Map Name: smal_rat2.vmf
VBSP - mode:normal , 8 seconds, 00:00:09 elapsed
VVIS - mode:normal, 1 minute, 42 seconds, 00:01:43 elapsed
VRAD - mode:final, 5 minutes, 13 seconds(LDR), n/a(HDR), 00:05:15 elapsed
Total Compile time: 00:07:07

And my map is looking alot better now that i can do a compile nice and fast :) Also thank to all the other post for helping me out its nice to see there are others out there that are willing to help.