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fawk3s
07-14-2009, 07:23 AM
Hi

Im having serious trouble with compiling my map. Im not gonna copy the whole compiler log here, but Im gonna tell you whats wrong.

1) It takes sooo bloody long.
My map isnt big and detailed at all. Just 3 houses: 2 which you cant go into, 1 where you can and thats pretty detailed with models. And some trees and a road outside. Very simple map. And my comp aint that bad. Its not the best but not the worst aswell. And all the unseen faces are nicely "nodrawed."
Thats what takes the longest.

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (7457)
Optimized: 6324 visible clusters (0.00%)
Total clusters visible: 482944
Average clusters visible: 450
Building PAS...
Average clusters audible: 1069
visdatasize:266375 compressed from 291584
writing c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\test1.bsp
2 hours, 4 minutes, 18 seconds elapsed

What are clusters and what am I doing wrong? Does it have something to do with my map already having env_cubemap though its not finished?

2) Having this unknown error or I dont even know what it is, popping up.

...
Placing detail props : 0...1...2.Material maps/test1/nature/blenddirtlawn01_wvt_patch uses unknown detail object type rural_dkdirt_grass_smalltown!
Material maps/test1/nature/blenddirtlawn01_wvt_patch uses unknown detail object type rural_dkdirt_grass_smalltown!
Material maps/test1/nature/blenddirtlawn01_wvt_patch uses unknown detail object type rural_dkdirt_grass_smalltown!
.Material maps/test1/nature/blenddirtlawn01_wvt_patch uses unknown detail object type rural_dkdirt_grass_smalltown!
Material maps/test1/nature/blenddirtlawn01_wvt_patch uses unknown detail object type rural_dkdirt_grass_smalltown!
...

And a whooole bunch of those in a row.
What is that and how to fix it?

I would be truely greatful if someone would help me with this.

Thanks in advance,
fawk3s

caesar
07-14-2009, 09:37 AM
how big is the map? (screenshot )
and how much did you made func_detail?.
somethimes the full compile log says more to us.

here a link about optimizaionhttp://optimization.interlopers.net/

good luck;)

Punishment
07-14-2009, 06:03 PM
There are a lot of things that could cause long VVIS compile times. Overlapping brushwork or non-rectangular brushes can cause VVIS to work slowly.

sperry201
07-16-2009, 06:51 PM
Hi

Material maps/test1/nature/blenddirtlawn01_wvt_patch uses unknown detail object type rural_dkdirt_grass_smalltown!
...

And a whooole bunch of those in a row.
What is that and how to fix it?

fawk3s

That part is cause by the texture you are using. You know how the official maps have that grass that pops up? That's what that is trying to do. I don't know how to do that and I don't think it was released or explained very well. The only way I got rid of those was to find the same texture that has "No Sprite" attached to it. It should be similar in appearance or exactly the same. I don't remember. Other wise Optimize or make sure you have no overlaps ext... Good luck

PyROZen
07-16-2009, 07:23 PM
to fix that error you have to extract the VMT of your texture from the GCF, and then delete the line that pertains to the detail model, then resave the VMT in your /materials directory. That isn't the issue with your long compiles though, VBSP is simply letting you know that your detail texture won't work correctly.