Technology (Read Only) > Mapping

[Done]zs_mini_house

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Tezuni:
the first pic of it looked like a shack and was deceiving....cool how there's so much more behind it.  keep us updated!!  :3

Сєşάя:
I'm almost finishing my map. But my Hammer loads the old version of the map, not with the new things  :-[

Look that:

Spoiler (click to show/hide)** Executing...
** Command: "d:\steam\steamapps\cesarnoll96\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod" "D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
1 threads
materialPath: d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\materials
Loading D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) func_detail entity - not supported (entity 206, brush 0)


** Executing...
** Command: "d:\steam\steamapps\cesarnoll96\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod" "D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house"

Valve Software - vvis.exe (Oct 25 2011)
1 threads
reading d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp
reading d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.prt
LoadPortals: couldn't read d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.prt


** Executing...
** Command: "d:\steam\steamapps\cesarnoll96\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod" "D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house"

Valve Software - vrad.exe SSE (Oct 25 2011)

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

Loading d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp
Setting up ray-trace acceleration structure... Done (1.20 seconds)
1630 faces
3 degenerate faces
250010 square feet [36001564.00 square inches]
6 Displacements
539 Square Feet [77700.41 Square Inches]
1627 patches before subdivision
16061 patches after subdivision
43 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 771114, max 237
transfer lists:   5.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(30960, 25416, 18716)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(8163, 5216, 2582)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(2777, 1415, 512)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(954, 371, 89)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(342, 104, 17)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #6 added RGB(122, 29, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #7 added RGB(44, 8, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #8 added RGB(16, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #9 added RGB(6, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #10 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0132 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
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 (8)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  23/1024         1104/49152    ( 2.2%)
brushes                382/8192         4584/98304    ( 4.7%)
brushsides            2470/65536       19760/524288   ( 3.8%)
planes                1594/65536       31880/1310720  ( 2.4%)
vertexes              3544/65536       42528/786432   ( 5.4%)
nodes                 1107/65536       35424/2097152  ( 1.7%)
texinfos               528/12288       38016/884736   ( 4.3%)
texdata                 40/2048         1280/65536    ( 2.0%)
dispinfos                6/0            1056/0        ( 0.0%)
disp_verts            1734/0           34680/0        ( 0.0%)
disp_tris             3072/0            6144/0        ( 0.0%)
disp_lmsamples        2233/0            2233/0        ( 0.0%)
faces                 1630/65536       91280/3670016  ( 2.5%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1154/65536       64624/3670016  ( 1.8%)
leaves                1131/65536       36192/2097152  ( 1.7%)
leaffaces             1866/65536        3732/131072   ( 2.8%)
leafbrushes            888/65536        1776/131072   ( 1.4%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            12297/512000      49188/2048000  ( 2.4%)
edges                 7540/256000      30160/1024000  ( 2.9%)
LDR worldlights         43/8192         3784/720896   ( 0.5%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips            232/32768        2320/327680   ( 0.7%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          3933/65536        7866/131072   ( 6.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      932636/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       41847/16777216 ( 0.2%)
entdata               [variable]       48623/393216   (12.4%)
LDR ambient table     1131/65536        4524/262144   ( 1.7%)
HDR ambient table     1131/65536        4524/262144   ( 1.7%)
LDR leaf ambient      2567/65536       71876/1835008  ( 3.9%)
HDR leaf ambient      1131/65536       31668/1835008  ( 1.7%)
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]           1/7874     ( 0.0%)
pakfile               [variable]        1523/0        ( 0.0%)
physics               [variable]      484824/4194304  (11.6%)
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 4432
Writing d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp
29 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp" "d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp"


** Executing...
** Command: d:\steam\steam.exe
** Parameters: -applaunch 4000 -game "d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod"  +map "zs_mini_house"

jimonions:
It looks like your vvis didn't run which means its a brush or model problem.

one of the most common mistakes with this is making bad displacements such as displacements tied to an entity or bad edges.
make sure you don't have any.

Сєşάя:

--- Quote from: jimonions on January 23, 2012, 05:00:37 PM ---It looks like your vvis didn't run which means its a brush or model problem.

one of the most common mistakes with this is making bad displacements such as displacements tied to an entity or bad edges.
make sure you don't have any.

--- End quote ---

I deleted a func_detail with displacement. On this issue I just had this.

jimonions:
you dont have to delete them unless you really want to. Just right click on the brush in one of the 2d windows and select "move to world".

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