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Компиляция

Flisk

ГурбангулыГундагдыев
Feb 21, 2009
157
34
Компиляция

Подскажите, сколько приблизительно по времени должна компилироваться карта как моя? Процесс BasePortalVis моей карты: идет около часа, ато и больше, а декомпилированной карты d2_coast_01_d - около минуты. Может что-то в своей не доработал? Заранее благодарен за помощь
Лог:
** Executing...
** Command: "D:\soft\SDK\bin\vbsp.exe" -novirtualmesh
** Parameters: -game "D:\soft\SDK\hl2" "d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: D:\soft\SDK\hl2\materials
Loading d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 12 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (3701697 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 341 texinfos to 224
Reduced 55 texdatas to 48 (1185 bytes to 959)
Writing d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.bsp
1 second elapsed

** Executing...
** Command: "D:\soft\SDK\bin\vvis.exe"
** Parameters: -game "D:\soft\SDK\hl2" "d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.bsp
reading d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.prt
390 portalclusters
1395 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (840)
Optimized: 453 visible clusters (0.00%)
Total clusters visible: 105047
Average clusters visible: 269
Building PAS...
Average clusters audible: 368
visdatasize:39861 compressed from 43680
writing d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.bsp
14 minutes, 0 seconds elapsed

** Executing...
** Command: "D:\soft\SDK\bin\vrad.exe"
** Parameters: -game "D:\soft\SDK\hl2" "d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.bsp
1093 faces
668089 square feet [96204928.00 square inches]
63 displacements
169419 square feet [24396342.00 square inches]
1093 patches before subdivision
23355 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (35)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 555356, max 360
transfer lists: 4.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(33169, 12425, 3152)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3434, 1053, 233)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(619, 168, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(125, 33, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(32, 9, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(9, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0147 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 181/8192 2172/98304 ( 2.2%)
brushsides 1467/65536 11736/524288 ( 2.2%)
planes 1854/65536 37080/1310720 ( 2.8%)
vertexes 2416/65536 28992/786432 ( 3.7%)
nodes 806/65536 25792/2097152 ( 1.2%)
texinfos 224/12288 16128/884736 ( 1.8%)
texdata 48/2048 1536/65536 ( 2.3%)
dispinfos 63/0 11088/0 ( 0.0%)
disp_verts 18207/0 364140/0 ( 0.0%)
disp_tris 32256/0 64512/0 ( 0.0%)
disp_lmsamples 190424/0 190424/0 ( 0.0%)
faces 1093/65536 61208/3670016 ( 1.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 684/65536 38304/3670016 ( 1.0%)
leaves 811/65536 25952/2097152 ( 1.2%)
leaffaces 1232/65536 2464/131072 ( 1.9%)
leafbrushes 568/65536 1136/131072 ( 0.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 7823/512000 31292/2048000 ( 1.5%)
edges 4666/256000 18664/1024000 ( 1.8%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 66/32768 660/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1140/65536 2280/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 1049636/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 39861/16777216 ( 0.2%)
entdata [variable] 22758/393216 ( 5.8%)
LDR leaf ambient 811/65536 19464/1572864 ( 1.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/21908 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/5354 ( 0.0%)
pakfile [variable] 21249/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 3701697/4194304 (88.3%) VERY FULL!
==== Total Win32 BSP file data space used: 5791149 bytes ====

Total triangle count: 2907
Writing d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.bsp
42 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.bsp" "D:\soft\SDK\hl2\maps\vil_sand01.bsp"


** Executing...
** Command: "D:\soft\SDK\hl2.exe"
** Parameters: -dev -console -allowdebug -game "D:\soft\SDK\hl2" +map "vil_sand01"
Карта:
 

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