View Full Version : Flashlight = blackout
DarkWasp
07-31-2009, 07:51 PM
I created a mod to run my map in DOD:S with CS:S mats and models, everyhthing has been going smoothly so far except a really weird half-crash.
I can't look back on the bigger part of my map at a certian angle without my screen blacking out, refreshing the resolution and redisplaying. If I keep my head still it wont black out again. The FPS is 30-40 even with the flashlight on and almost all outdoor visleafs showing, but as soon as I move my head I suffer the 5-7 second blackoutrefresh... until I look the other direction. The only thing I can think is theres 2 env_sprites that have been constantly spamming my console whining about some distance param being out of range or something. However I walked around the map with my flashlight on durring the previous compile I doubt I really missed that direction.
Also, is nature/blendgrassgravel002a usualy sporting screwed up sprites? They look like the wrong material overtook their old grass sprites, theres clipping and floating leafs and crap. EDIT: looks like the grass on all the textures are screwed up. Its like as if someone put christmas sprinkles all over a slab of dough and forgot to use the cookie cutter. I usually get 2 types of grass in the same sprite and they are never alligned right.
Numerous
07-31-2009, 08:22 PM
I foresee.. screenshots aplenty!
Seriously, you should post some screenshots so we don't have to guess what it looks like, and it'll make the problem a whole lot easier for us to solve.
DarkWasp
08-01-2009, 10:10 AM
Heres the grass issue:
http://img.photobucket.com/albums/v335/DarkWasp/tsc_rno0000.jpg
Here's where the flashlight problem usualy starts (notice: the map has to be running a few minutes before the problem begins):
http://img.photobucket.com/albums/v335/DarkWasp/tsc_rno0001.jpg
Just recently found out the problem is worse from this direction:
http://img.photobucket.com/albums/v335/DarkWasp/tsc_rno0002.jpg
Some things you should know, the framerate is above 50 at all areas of the map except in those 2 directions they dip to 48. Mat_fullbright 1 does not fix it, nor does removing props or func_*s. Actually r_drawworld 0 doesnt even fix it. Turning off occluders didnt fix it either. Whenever I have a flashlight on in those areas it repeatatly blacks out. Finnaly I un-draw'd displacements and when I turned the flashlight on I got a reall crash with this error:
Too many verts for dynamic vertex buffer (33907>32768) Tell a programmer to up VERTEX_BUFFER_SIZE.
Punishment
08-01-2009, 11:09 AM
Could you post a compile log as well?
DarkWasp
08-01-2009, 12:14 PM
================== VBSP ==================
materialPath: e:\steam\SteamApps\SourceMods\MapRunner\materials
Loading E:\Steam\SteamApps\lharm@eudoramail.com\counter-strike source\cstrike\maps\TSC_RNO.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
"materials/models/props_pipes/pipemetal003a.vtf": cached version doesn't exist
Patching WVT material: maps/tsc_rno/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/tsc_rno/de_tides/blendgrassstonepath_wvt_patch
Patching WVT material: maps/tsc_rno/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/tsc_rno/de_nuke/nukblenddirtgrassb_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 440 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing E:\Steam\SteamApps\lharm@eudoramail.com\counter-strike source\cstrike\maps\TSC_RNO.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.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 (3) (1403291 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10998 texinfos to 4943
Reduced 204 texdatas to 151 (7738 bytes to 5803)
Writing E:\Steam\SteamApps\lharm@eudoramail.com\counter-strike source\cstrike\maps\TSC_RNO.bsp
22 seconds elapsed
================== VVIS ==================
2 threads
reading e:\steam\steamapps\lharm@eudoramail.com\counter-strike source\cstrike\maps\TSC_RNO.bsp
reading e:\steam\steamapps\lharm@eudoramail.com\counter-strike source\cstrike\maps\TSC_RNO.prt
432 portalclusters
1622 numportals
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Optimized: 712 visible clusters (0.00%)
Total clusters visible: 134157
Average clusters visible: 310
Building PAS...
Average clusters audible: 432
visdatasize:50035 compressed from 48384
writing e:\steam\steamapps\lharm@eudoramail.com\counter-strike source\cstrike\maps\TSC_RNO.bsp
17 minutes, 0 seconds elapsed
================== VRAD ==================
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:\steam\steamapps\lharm@eudoramail.com\counter-strike source\cstrike\maps\TSC_RNO.bsp
17245 faces
15 degenerate faces
1496130 square feet [215442720.00 square inches]
207 Displacements
118692 Square Feet [17091694.00 Square Inches]
17230 patches before subdivision
91432 patches after subdivision
light has _fifty_percent_distance of 156.000000 but _zero_percent_distance of 139.000000
light has _fifty_percent_distance of 156.000000 but _zero_percent_distance of 139.000000
101 direct lights
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10transfers 10901581, max 1991
transfer lists: 83.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(62969, 87009, 52505)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(8802, 9004, 3852)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1521, 1253, 405)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(291, 196, 48)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(60, 34, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(14, 6, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0783 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 99/1024 4752/49152 ( 9.7%)
brushes 3527/8192 42324/98304 (43.1%)
brushsides 26142/65536 209136/524288 (39.9%)
planes 17696/65536 353920/1310720 (27.0%)
vertexes 26088/65536 313056/786432 (39.8%)
nodes 4413/65536 141216/2097152 ( 6.7%)
texinfos 4943/12288 355896/884736 (40.2%)
texdata 151/2048 4832/65536 ( 7.4%)
dispinfos 207/0 36432/0 ( 0.0%)
disp_verts 22479/0 449580/0 ( 0.0%)
disp_tris 38016/0 76032/0 ( 0.0%)
disp_lmsamples 154911/0 154911/0 ( 0.0%)
faces 17245/65536 965720/3670016 (26.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14844/65536 831264/3670016 (22.7%)
leaves 4513/65536 144416/2097152 ( 6.9%)
leaffaces 20610/65536 41220/131072 (31.4%)
leafbrushes 5290/65536 10580/131072 ( 8.1%)
areas 5/256 40/2048 ( 2.0%)
surfedges 151081/512000 604324/2048000 (29.5%)
edges 90445/256000 361780/1024000 (35.3%)
LDR worldlights 101/8192 8888/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 1673/32768 16730/327680 ( 5.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 49752/65536 99504/131072 (75.9%)
cubemapsamples 12/1024 192/16384 ( 1.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4012216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 50035/16777216 ( 0.3%)
entdata [variable] 195435/393216 (49.7%)
LDR ambient table 4513/65536 18052/262144 ( 6.9%)
HDR ambient table 4513/65536 18052/262144 ( 6.9%)
LDR leaf ambient 10916/65536 305648/1835008 (16.7%)
HDR leaf ambient 4513/65536 126364/1835008 ( 6.9%)
occluders 6/0 240/0 ( 0.0%)
occluder polygons 6/0 72/0 ( 0.0%)
occluder vert ind 25/0 100/0 ( 0.0%)
detail props [variable] 1/50676 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/8962 ( 0.0%)
pakfile [variable] 1171655/0 ( 0.0%)
physics [variable] 1403291/4194304 (33.5%)
physics terrain [variable] 117922/1048576 (11.2%)
Level flags = 0
Total triangle count: 56134
Writing e:\steam\steamapps\lharm@eudoramail.com\counter-strike source\cstrike\maps\TSC_RNO.bsp
6 minutes, 34 seconds elapsed
Punishment
08-01-2009, 06:05 PM
light has _fifty_percent_distance of 156.000000 but _zero_percent_distance of 139.000000
I don't know if this is the cause of your issues, but it probably couldn't hurt to check out.
DarkWasp
08-01-2009, 08:06 PM
Been there as long as I remember, so i'll check the lights in the first areas of the map. I'd be really surprised if it fixes it though.
Fixed em, not quite ready to compile yet though.
EDIT: No dice, anywhere the framerate drops below 30 with the flashlight is a blackout or a crash.
DarkWasp
08-03-2009, 12:26 AM
Update, so it is location based and its map based as well. dod_flash works fine in my custom mod.
I can dissolve the problem with r_flashlightdepthtexture 0, but that kills half the fun. As long as the shadows are rendering I get the problem.
I went down the list of r_draws and switched them off.
The only notice I have is turning off shadows on textures causes a full crash as well as turning off water or displacements. Only after the flashlight shines though.
C'mon take a wild guess atleast.
DarkWasp
08-05-2009, 03:55 PM
Ok so its fixed if I compile without visclusters, anyone know if theres a good tutorial on these ents? the wiki is really vague. I really do like my 16 minute compile time with them enabled.
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