Editing and Customization > Modding Help

Hear i will have many questions about creating maps.

(1/5) > >>

[GE:S Com] DF Ank1:
I decided to create Maps, end spending a lot of time in it. But i have many problems with the settings. For example there are no texture in Object viewer when i created a map and the other problem is, when i Configure the Valve Hammer Editor, and i choose the Game Data File goldeneye.fgd , Hammer Editor freez. What´s the reason  ?

Mangley:
http://forums.goldeneyesource.net/index.php/topic,2954.0.html

 :-* :-* :-* :-*

[GE:S Com] DF Ank1:
OK i followed the tutorial "Setting up Hammer".
I created a cube ( it´s completely closed i am sure ) and I inserte
info_player_spectator
info_player_janus
info_player_mi6
info_player_start
info_player_deathmatch

And when I choose : Create Server, and i choose my map, nothing happend. Really nothing. I klick on the name of it and nothing happend. OK the backgroundmusic is away....

Is there maybe a problem with the clipp ?, any weapon settings `?
In editor I used "Check Error" but it say it´s everything Ok
I used the CLA ( Compile Log Analyser ) and it´s say that everything is ok.

So how can i fix it ?

Mangley:
We can't tell what is wrong with it without seeing a complile log or a screenshot of the map in hammer at the very least.

[GE:S Com] DF Ank1:
Hear is the Logfile :


--- Code: ---
materialPath: c:\program files\steam\SteamApps\SourceMods\gesource\materials
Loading C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.vmf
fixing up env_cubemap materials on brush sides...
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.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) (2294 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6 texinfos to 5
Reduced 2 texdatas to 2 (52 bytes to 52)
Writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.bsp
0 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.prt
   2 portalclusters
   1 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24  compressed from 32
writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[57 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
10 faces
3697 square feet [532480.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10 patches before subdivision
598 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44316, max 180
transfer lists:   0.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1575, 1145, 856)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(331, 191, 115)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(72, 31, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(15, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
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                   1/1024           48/49152    ( 0.1%)
brushes                  6/8192           72/98304    ( 0.1%)
brushsides              36/65536         288/524288   ( 0.1%)
planes                  38/65536         760/1310720  ( 0.1%)
vertexes                29/65536         348/786432   ( 0.0%)
nodes                   17/65536         544/2097152  ( 0.0%)
texinfos                 5/12288         360/884736   ( 0.0%)
texdata                  2/2048           64/65536    ( 0.1%)
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                   10/65536         560/3670016  ( 0.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces                6/65536         336/3670016  ( 0.0%)
leaves                  19/65536         608/2097152  ( 0.0%)
leaffaces               10/65536          20/131072   ( 0.0%)
leafbrushes             10/65536          20/131072   ( 0.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges               64/512000        256/2048000  ( 0.0%)
edges                   45/256000        180/1024000  ( 0.0%)
LDR worldlights          1/8192           88/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]       19136/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]          24/16777216 ( 0.0%)
entdata               [variable]         986/393216   ( 0.3%)
LDR ambient table       19/65536          76/262144   ( 0.0%)
HDR ambient table       19/65536          76/262144   ( 0.0%)
LDR leaf ambient        32/65536         896/1835008  ( 0.0%)
HDR leaf ambient        19/65536         532/1835008  ( 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]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]      105743/0        ( 0.0%)
physics               [variable]        2294/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 20
Writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
2 seconds elapsed



materialPath: c:\program files\steam\SteamApps\SourceMods\gesource\materials
Loading C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.vmf
fixing up env_cubemap materials on brush sides...
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.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) (2294 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6 texinfos to 5
Reduced 2 texdatas to 2 (52 bytes to 52)
Writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.bsp
0 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.prt
   2 portalclusters
   1 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24  compressed from 32
writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[57 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
10 faces
3697 square feet [532480.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10 patches before subdivision
598 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44316, max 180
transfer lists:   0.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1575, 1145, 856)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(331, 191, 115)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(72, 31, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(15, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
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                   1/1024           48/49152    ( 0.1%)
brushes                  6/8192           72/98304    ( 0.1%)
brushsides              36/65536         288/524288   ( 0.1%)
planes                  38/65536         760/1310720  ( 0.1%)
vertexes                29/65536         348/786432   ( 0.0%)
nodes                   17/65536         544/2097152  ( 0.0%)
texinfos                 5/12288         360/884736   ( 0.0%)
texdata                  2/2048           64/65536    ( 0.1%)
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                   10/65536         560/3670016  ( 0.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces                6/65536         336/3670016  ( 0.0%)
leaves                  19/65536         608/2097152  ( 0.0%)
leaffaces               10/65536          20/131072   ( 0.0%)
leafbrushes             10/65536          20/131072   ( 0.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges               64/512000        256/2048000  ( 0.0%)
edges                   45/256000        180/1024000  ( 0.0%)
LDR worldlights          1/8192           88/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]       19136/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]          24/16777216 ( 0.0%)
entdata               [variable]         868/393216   ( 0.2%)
LDR ambient table       19/65536          76/262144   ( 0.0%)
HDR ambient table       19/65536          76/262144   ( 0.0%)
LDR leaf ambient        32/65536         896/1835008  ( 0.0%)
HDR leaf ambient        19/65536         532/1835008  ( 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]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]      105743/0        ( 0.0%)
physics               [variable]        2294/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 20
Writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
2 seconds elapsed



materialPath: c:\program files\steam\SteamApps\SourceMods\gesource\materials
Loading C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.vmf
fixing up env_cubemap materials on brush sides...
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.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) (2294 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6 texinfos to 5
Reduced 2 texdatas to 2 (52 bytes to 52)
Writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.bsp
0 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.prt
   2 portalclusters
   1 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24  compressed from 32
writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[57 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
10 faces
3697 square feet [532480.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10 patches before subdivision
598 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44316, max 180
transfer lists:   0.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1575, 1145, 856)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(331, 191, 115)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(72, 31, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(15, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
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                   1/1024           48/49152    ( 0.1%)
brushes                  6/8192           72/98304    ( 0.1%)
brushsides              36/65536         288/524288   ( 0.1%)
planes                  38/65536         760/1310720  ( 0.1%)
vertexes                29/65536         348/786432   ( 0.0%)
nodes                   17/65536         544/2097152  ( 0.0%)
texinfos                 5/12288         360/884736   ( 0.0%)
texdata                  2/2048           64/65536    ( 0.1%)
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                   10/65536         560/3670016  ( 0.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces                6/65536         336/3670016  ( 0.0%)
leaves                  19/65536         608/2097152  ( 0.0%)
leaffaces               10/65536          20/131072   ( 0.0%)
leafbrushes             10/65536          20/131072   ( 0.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges               64/512000        256/2048000  ( 0.0%)
edges                   45/256000        180/1024000  ( 0.0%)
LDR worldlights          1/8192           88/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]       19136/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]          24/16777216 ( 0.0%)
entdata               [variable]        1091/393216   ( 0.3%)
LDR ambient table       19/65536          76/262144   ( 0.0%)
HDR ambient table       19/65536          76/262144   ( 0.0%)
LDR leaf ambient        32/65536         896/1835008  ( 0.0%)
HDR leaf ambient        19/65536         532/1835008  ( 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]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]      105743/0        ( 0.0%)
physics               [variable]        2294/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 20
Writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
1 second elapsed



materialPath: c:\program files\steam\SteamApps\SourceMods\gesource\materials
Loading C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.vmf
fixing up env_cubemap materials on brush sides...
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.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) (2294 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6 texinfos to 5
Reduced 2 texdatas to 2 (52 bytes to 52)
Writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.bsp
0 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.prt
   2 portalclusters
   1 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24  compressed from 32
writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[57 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
10 faces
3697 square feet [532480.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10 patches before subdivision
598 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44316, max 180
transfer lists:   0.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1575, 1145, 856)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(331, 191, 115)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(72, 31, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(15, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
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                   1/1024           48/49152    ( 0.1%)
brushes                  6/8192           72/98304    ( 0.1%)
brushsides              36/65536         288/524288   ( 0.1%)
planes                  38/65536         760/1310720  ( 0.1%)
vertexes                29/65536         348/786432   ( 0.0%)
nodes                   17/65536         544/2097152  ( 0.0%)
texinfos                 5/12288         360/884736   ( 0.0%)
texdata                  2/2048           64/65536    ( 0.1%)
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                   10/65536         560/3670016  ( 0.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces                6/65536         336/3670016  ( 0.0%)
leaves                  19/65536         608/2097152  ( 0.0%)
leaffaces               10/65536          20/131072   ( 0.0%)
leafbrushes             10/65536          20/131072   ( 0.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges               64/512000        256/2048000  ( 0.0%)
edges                   45/256000        180/1024000  ( 0.0%)
LDR worldlights          1/8192           88/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]       19136/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]          24/16777216 ( 0.0%)
entdata               [variable]        1197/393216   ( 0.3%)
LDR ambient table       19/65536          76/262144   ( 0.0%)
HDR ambient table       19/65536          76/262144   ( 0.0%)
LDR leaf ambient        32/65536         896/1835008  ( 0.0%)
HDR leaf ambient        19/65536         532/1835008  ( 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]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]      105743/0        ( 0.0%)
physics               [variable]        2294/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 20
Writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
1 second elapsed



materialPath: c:\program files\steam\SteamApps\SourceMods\gesource\materials
Loading C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.vmf
fixing up env_cubemap materials on brush sides...
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.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) (2358 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6 texinfos to 4
Reduced 2 texdatas to 2 (52 bytes to 52)
Writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.bsp
0 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.prt
   2 portalclusters
   1 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24  compressed from 32
writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[57 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
10 faces
3619 square feet [521216.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10 patches before subdivision
598 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44440, max 179
transfer lists:   0.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3474, 2376, 1655)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(763, 362, 178)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(169, 56, 19)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(37, 9, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(8, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
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                   1/1024           48/49152    ( 0.1%)
brushes                  6/8192           72/98304    ( 0.1%)
brushsides              36/65536         288/524288   ( 0.1%)
planes                  40/65536         800/1310720  ( 0.1%)
vertexes                33/65536         396/786432   ( 0.1%)
nodes                   17/65536         544/2097152  ( 0.0%)
texinfos                 4/12288         288/884736   ( 0.0%)
texdata                  2/2048           64/65536    ( 0.1%)
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                   10/65536         560/3670016  ( 0.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces                6/65536         336/3670016  ( 0.0%)
leaves                  19/65536         608/2097152  ( 0.0%)
leaffaces               10/65536          20/131072   ( 0.0%)
leafbrushes             10/65536          20/131072   ( 0.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges               64/512000        256/2048000  ( 0.0%)
edges                   45/256000        180/1024000  ( 0.0%)
LDR worldlights          1/8192           88/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]       12752/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]          24/16777216 ( 0.0%)
entdata               [variable]        1095/393216   ( 0.3%)
LDR ambient table       19/65536          76/262144   ( 0.0%)
HDR ambient table       19/65536          76/262144   ( 0.0%)
LDR leaf ambient        32/65536         896/1835008  ( 0.0%)
HDR leaf ambient        19/65536         532/1835008  ( 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]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]      105743/0        ( 0.0%)
physics               [variable]        2358/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 20
Writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp
2 seconds elapsed

--- End code ---

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