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Thema: Compilen dauert unendlich lang

  1. #1
    Mitglied
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    Compilen dauert unendlich lang

    Hi, also ich arbeite seit ner geraumer Zeit an meiner Jailmap, zur Info: compilt hat sie ca 2mb...

    Ich hab andere maps mit 10 mb die dauern 2 min zum compilen auf normal, hier allerdings dauert das übr 30 min, weshalb ich immer auf fast compile (5 min) drück. Naja danach is die map ingame allerdings verbuggt, nun heute wollt ich die vmf öffnen, dann steht da dass 2 solids nicht geladen wurden wegen fehlern
    naja

    bei bedarf kann ihc noch nen log von nem fast compile posten,

    dann noch ne schnelle frage ob es möglich is waffen ohne munni zu spawnen weil man hat ja normalerweise noch ein magazin ^^


    danke im vorraus
    pottii

  2. #2
    Moderator Avatar von Campeòn
    Registriert seit
    20.06.2010
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    Bielefeld
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    Der Compilelog wäre gut. Lies dir mal diese sehr guten Tutorials zum Optimieren einer Map durch und wende es auf deine Map an:

    http://rvanhoorn.ruhosting.nl/optimi...711ebe8ab0e34d

    Und was dauert beim Compilen am längsten, vvis oder vrad?
    Because we do not know when we will die, we get to think of life as an inexhaustible well, and yet everything happens only a certain number of times ... And a very small number really. How many more times will you remember a certain afternoon of your childhood ... an afternoon that is so deeply a part of your being that you can't even conceive of your life without it? Perhaps four or five times more. Perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.

  3. #3
    Mitglied
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    Hier dann mal der Log:

    Spoiler:

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\xxx7\sourcesdk\bin\orangebox \bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\xxx\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\xxx7\counter-strike source\cstrike\materials
    Loading C:\Program Files (x86)\Steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\xxx\counter-strike source\cstrike\gameinfo.txt
    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)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside.prt...Building visibility clusters...
    done (1)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/militia_hdr*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/militia_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 (0) (185400 bytes)
    Error! prop_static using model "models/props_junk/trashbin01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_junk/trashbin01a.mdl"!
    Error! prop_static using model "models/props/cs_office/trash_can_p.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props/cs_office/trash_can_p.mdl"!
    Error! prop_static using model "models/props/cs_office/tv_plasma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props/cs_office/tv_plasma.mdl"!
    Error! prop_static using model "models/props_interiors/furniture_chair01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_interiors/furniture_chair01a.mdl"!
    Error! prop_static using model "models/props_c17/consolebox03a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/consolebox03a.mdl"!
    Error! prop_static using model "models/props_c17/consolebox05a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/consolebox05a.mdl"!
    Error! prop_static using model "models/props_c17/consolebox01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/consolebox01a.mdl"!
    Error! prop_static using model "models/props_interiors/vendingmachinesoda01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_interiors/vendingmachinesoda01a.mdl"!
    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.
    Compacting texture/material tables...
    Reduced 756 texinfos to 518
    Reduced 35 texdatas to 31 (804 bytes to 644)
    Writing C:\Program Files (x86)\Steam\steamapps\gxxx\counter-strike source\cstrike\maps\ba_jail_outside.bsp
    1 second elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\xxx\sourcesdk\bin\orangebox\ bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\gxxx\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside"

    Valve Software - vvis.exe (Jul 7 2010)
    fastvis = true
    2 threads
    reading c:\program files (x86)\steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside.bsp
    reading c:\program files (x86)\steam\steamapps\xxx7\counter-strike source\cstrike\maps\ba_jail_outside.prt
    1357 portalclusters
    4418 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 32622 visible clusters (0.00%)
    Total clusters visible: 1710945
    Average clusters visible: 1260
    Building PAS...
    Average clusters audible: 1356
    visdatasize:469618 compressed from 477664
    writing c:\program files (x86)\steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside.bsp
    2 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\xxx\sourcesdk\bin\orangebox\ bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\xxx\counter-strike source\cstrike" -noextra "C:\Program Files (x86)\Steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside"

    Valve Software - vrad.exe SSE (Jul 7 2010)

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

    Loading c:\program files (x86)\steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside.bsp
    Setting up ray-trace acceleration structure... Done (1.27 seconds)
    5077 faces
    2660508 square feet [383113280.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    5077 patches before subdivision
    109355 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (51)
    transfers 18904798, max 2266
    transfer lists: 144.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0779 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 61/1024 2928/49152 ( 6.0%)
    brushes 467/8192 5604/98304 ( 5.7%)
    brushsides 2972/65536 23776/524288 ( 4.5%)
    planes 2060/65536 41200/1310720 ( 3.1%)
    vertexes 6532/65536 78384/786432 (10.0%)
    nodes 2881/65536 92192/2097152 ( 4.4%)
    texinfos 518/12288 37296/884736 ( 4.2%)
    texdata 31/2048 992/65536 ( 1.5%)
    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 5077/65536 284312/3670016 ( 7.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1949/65536 109144/3670016 ( 3.0%)
    leaves 2943/65536 94176/2097152 ( 4.5%)
    leaffaces 5731/65536 11462/131072 ( 8.7%)
    leafbrushes 1644/65536 3288/131072 ( 2.5%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 30911/512000 123644/2048000 ( 6.0%)
    edges 16876/256000 67504/1024000 ( 6.6%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 322/32768 3220/327680 ( 1.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 5001/65536 10002/131072 ( 7.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 3330544/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 469618/16777216 ( 2.8%)
    entdata [variable] 103319/393216 (26.3%)
    LDR ambient table 2943/65536 11772/262144 ( 4.5%)
    HDR ambient table 2943/65536 11772/262144 ( 4.5%)
    LDR leaf ambient 1758/65536 49224/1835008 ( 2.7%)
    HDR leaf ambient 2943/65536 82404/1835008 ( 4.5%)
    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] 1/7330 ( 0.0%)
    pakfile [variable] 174367/0 ( 0.0%)
    physics [variable] 185400/4194304 ( 4.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 12967
    Writing c:\program files (x86)\steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside.bsp
    1 minute, 14 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside.bsp" "c:\program files (x86)\steam\steamapps\xxx\counter-strike source\cstrike\maps\ba_jail_outside.bsp"

    Geändert von Hashimo (07.04.2011 um 17:29:37 Uhr) Grund: Quote in Spolier geändert

  4. #4
    Stammgast Avatar von Josch
    Registriert seit
    19.06.2010
    Ort
    Dresden, Wunschheimat: Padua
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    1.323
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    Mit fastvis wird das aber nix
    Nee, ich würd auch drauf tippen, dass du die Map besonders hinsichtlich func_details nicht optimiert hast.
    Das sollte vvis deutlich beschleunigen!
    Nur Puffin schenkt mir die Kraft und Ausdauer, die ich brauche!

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