JohnSmith Posted June 28, 2008 Report Posted June 28, 2008 Hey there! So my problem is that Vrad (+HDR) compiles 2 times....and I also have to "buildcubemaps" 2 times.. Anyone know what might be causing this ? My log just in case: ** Executing... Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\valve\steam\SteamApps\SourceMods\zombie_master\materials Loading C:\Documents and Settings\john\Mes documents\maps\b4tob5_15.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 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 56 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Documents and Settings\john\Mes documents\maps\b4tob5_15.prt...done (0) *** Error: Skybox vtf files for skybox/bvelvet weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/bvelvet to build the default cubemap! No such variable "$hdrbasetexture" for material "skybox/bvelvetrt" Can't load skybox file skybox/bvelvet 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) (579217 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3521 texinfos to 1672 Reduced 395 texdatas to 312 (14846 bytes to 12212) Writing C:\Documents and Settings\john\Mes documents\maps\b4tob5_15.bsp 6 seconds elapsed 1.049162 -3.207047 0.000000 -1.049033 -3.207047 0.000000 -1.049033 3.206336 0.000000 1.015345 -3.207047 0.000000 make_triangles:calc_triangle_representation: Cannot convert ** Executing... Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp reading c:\documents and settings\john\mes documents\maps\b4tob5_15.prt 1064 portalclusters 3506 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster Optimized: 43704 visible clusters (0.00%) Total clusters visible: 362958 Average clusters visible: 341 Building PAS... Average clusters audible: 507 visdatasize:151202 compressed from 289408 writing c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp 1 second elapsed ** Executing... Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp 4203 faces 488978 square feet [70412920.00 square inches] 1 displacements 34572 square feet [4978450.00 square inches] 4203 patches before subdivision 60547 patches after subdivision 67 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (91) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26) transfers 7196301, max 610 transfer lists: 54.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(75064, 85063, 95544) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(14130, 15821, 17040) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(3223, 3676, 3929) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(844, 985, 1044) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(238, 284, 299) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(71, 86, 89) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(22, 27, 28) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(7, 9, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 3, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0272 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 2 of 6 (33% 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 83/1024 3984/49152 ( 8.1%) brushes 1602/8192 19224/98304 (19.6%) brushsides 10322/65536 82576/524288 (15.8%) planes 4822/65536 96440/1310720 ( 7.4%) vertexes 10269/65536 123228/786432 (15.7%) nodes 3162/65536 101184/2097152 ( 4.8%) texinfos 1672/12288 120384/884736 (13.6%) texdata 312/2048 9984/65536 (15.2%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 81/0 1620/0 ( 0.0%) disp_tris 128/0 256/0 ( 0.0%) disp_lmsamples 4/0 4/0 ( 0.0%) faces 4203/65536 235368/3670016 ( 6.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3032/65536 169792/3670016 ( 4.6%) leaves 3246/65536 103872/2097152 ( 5.0%) leaffaces 5311/65536 10622/131072 ( 8.1%) leafbrushes 2665/65536 5330/131072 ( 4.1%) areas 3/256 24/2048 ( 1.2%) surfedges 31272/512000 125088/2048000 ( 6.1%) edges 19882/256000 79528/1024000 ( 7.8%) LDR worldlights 67/8192 5896/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 293/32768 2930/327680 ( 0.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4794/65536 9588/131072 ( 7.3%) cubemapsamples 29/1024 464/16384 ( 2.8%) overlays 50/512 17600/180224 ( 9.8%) LDR lightdata [variable] 2955464/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 151202/16777216 ( 0.9%) entdata [variable] 175164/393216 (44.5%) LDR leaf ambient 3246/65536 77904/1572864 ( 5.0%) 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] 1/12 ( 8.3%) static props [variable] 1/24206 ( 0.0%) pakfile [variable] 60344/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 579217/4194304 (13.8%) ==== Total Win32 BSP file data space used: 5324459 bytes ==== Total triangle count: 10778 Writing c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp 2 minutes, 2 seconds elapsed Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp 4203 faces 488978 square feet [70412920.00 square inches] 1 displacements 34572 square feet [4978450.00 square inches] 4203 patches before subdivision 60547 patches after subdivision 67 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (92) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26) transfers 7196301, max 610 transfer lists: 54.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(75064, 85063, 95544) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(14130, 15821, 17040) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(3223, 3676, 3929) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(844, 985, 1044) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(238, 284, 299) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(71, 86, 89) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(22, 27, 28) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(7, 9, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 3, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0271 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 2 of 6 (33% 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 83/1024 3984/49152 ( 8.1%) brushes 1602/8192 19224/98304 (19.6%) brushsides 10322/65536 82576/524288 (15.8%) planes 4822/65536 96440/1310720 ( 7.4%) vertexes 10269/65536 123228/786432 (15.7%) nodes 3162/65536 101184/2097152 ( 4.8%) texinfos 1672/12288 120384/884736 (13.6%) texdata 312/2048 9984/65536 (15.2%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 81/0 1620/0 ( 0.0%) disp_tris 128/0 256/0 ( 0.0%) disp_lmsamples 4/0 4/0 ( 0.0%) faces 4203/65536 235368/3670016 ( 6.4%) hdr faces 4203/65536 235368/3670016 ( 6.4%) origfaces 3032/65536 169792/3670016 ( 4.6%) leaves 3246/65536 103872/2097152 ( 5.0%) leaffaces 5311/65536 10622/131072 ( 8.1%) leafbrushes 2665/65536 5330/131072 ( 4.1%) areas 3/256 24/2048 ( 1.2%) surfedges 31272/512000 125088/2048000 ( 6.1%) edges 19882/256000 79528/1024000 ( 7.8%) LDR worldlights 67/8192 5896/720896 ( 0.8%) HDR worldlights 67/8192 5896/720896 ( 0.8%) waterstrips 293/32768 2930/327680 ( 0.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4794/65536 9588/131072 ( 7.3%) cubemapsamples 29/1024 464/16384 ( 2.8%) overlays 50/512 17600/180224 ( 9.8%) LDR lightdata [variable] 2955464/0 ( 0.0%) HDR lightdata [variable] 2955464/0 ( 0.0%) visdata [variable] 151202/16777216 ( 0.9%) entdata [variable] 175164/393216 (44.5%) LDR leaf ambient 3246/65536 77904/1572864 ( 5.0%) HDR leaf ambient 3246/65536 77904/1572864 ( 5.0%) 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] 1/24206 ( 0.0%) pakfile [variable] 60344/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 579217/4194304 (13.8%) ==== Total Win32 BSP file data space used: 8599091 bytes ==== Total triangle count: 10778 2 minutes, 3 seconds elapsed ** Executing... ** Command: Copy File
DvS Posted June 28, 2008 Report Posted June 28, 2008 Yeah, that's what HDR does. You have a LDR compile and a HDR compile. Untick HDR until you're ready to release.
JohnSmith Posted June 28, 2008 Author Report Posted June 28, 2008 haha so it's normal Ok thank you ^^
Pampers Posted June 28, 2008 Report Posted June 28, 2008 use -both to compile both HDR and LDR, -HDR for HDR only and if you dont use none of them it will only compile LDR lighting
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