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Posted

Hello everybody,

 

I'm working on a L4D2 map and I have some problems with compiling. 

 

First of all, When I compile the map to test it, I have this error : "Too many faces with the same material in scene". Half of the bsp brushes desappear when I walk trought the map, as you can see on the pictures.  

 

post-30937-0-18804200-1386351349_thumb.jpost-30937-0-06292700-1386351356_thumb.jpost-30937-0-48445700-1386351363_thumb.jpost-30937-0-95170500-1386351369_thumb.jpost-30937-0-54770100-1386351378_thumb.j

 

 

I've changed a lot of the materials that were on the BSP brushes, I've applied nodraw texture to see if it was an optimization problem but the problem is still there. 

I don't find any solution on others forums even on the valve's forums, so I'm here to ask if anybody had already encounter this problem and if someone have a solution.

 

 

The second is that I've got some props that don't appear when I compile the map. I don't know why. 

 

And finally, I want to make the same mission principle as the end of the Dead Commercial Center campaign of L4D2 when you have to put some fuel into the racing car. So, I want to do that, but in this Walking Dead prison but I don't understand everything : I've watched some tutorials about "how to make a scavenger map" but I don't succeed in adjusting it to what I want. But that is less important for the moment than the first problem.

 

 

So, if somebody have solutions to my problems it would great. I'm a bit stuck with that, seeing that I want to finish this map before Christmas, so it could be my present to the community and to the walkind dead fans. 

 

Posted

Thanks for the link, I'll look at it in details. 

 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal
 near (-2048.0 3912.0 924.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 23233:
 
 
FindPortalSide: Couldn't find a good match for which brush to assign to a portal
 near (-2048.0 3744.0 924.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 23233:
 
 
FindPortalSide: Couldn't find a good match for which brush to assign to a portal
 near (-2048.0 3679.5 924.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 23233:
 
*** Suppressing further FindPortalSide errors.... ***
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...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing C:LogicielsGoogle DriveMap L4D2Prison.prt...Building visibility clus
ters...
done (1)
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (350793 bytes)
Cannot build Physics2 data
                                                             -----------
DataLinker total stream size                                     0.0 KiB
Error! To use model "models/props_downtown/metal_door_112_noskins.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_downtown/metal_door_112_noskins.mdl"!
Error! prop_static using model "models/props_debris/paintbucket01.mdl", which mu
st be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/paintbucket01.mdl"!
Error! prop_static using model "models/lostcoast/props_wasteland/gate01b.mdl", w
hich must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/lostcoast/props_wasteland/gate01b.mdl"!
Error! To use model "models/props_doors/doormainmetal01.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_doors/doormainmetal01.mdl"!
Error! prop_static using model "models/props/cs_office/offcorkboarda.mdl", which
 must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offcorkboarda.mdl"!
Error! prop_static using model "models/props_lab/monitor02.mdl", which must be u
sed on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/monitor02.mdl"!
Error! prop_static using model "models/props_interiors/chair_cafeteria.mdl", whi
ch must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/chair_cafeteria.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2178 texinfos to 1418
Reduced 32 texdatas to 29 (779 bytes to 681)
Writing C:LogicielsGoogle DriveMap L4D2Prison.bsp
4 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (754C0000)
CDynamicFunction: Closing library 'Kernel32.dll' (74C60000)
 
-------------------------------------------------------------------------------
Running command: cd "c:logicielssteamsteamappscommonleft 4 dead 2bin"
-------------------------------------------------------------------------------
 
 
-------------------------------------------------------------------------------
Running command: "c:logicielssteamsteamappscommonleft 4 dead 2binvvis.exe
" -game "c:logicielssteamsteamappscommonleft 4 dead 2left4dead2" -fast "C:
LogicielsGoogle DriveMap L4D2Prison"
-------------------------------------------------------------------------------
 
CDynamicFunction: Loading library 'Kernel32.dll' (74C60000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7718254
0
CDynamicFunction: Loading library 'psapi.dll' (754C0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 754C155C
Valve Software - vvis.exe (Oct 22 2013)
fastvis = true
4 threads
reading c:logicielsgoogle drivemap l4d2Prison.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:logicielsgoogle drivemap l4d2Prison.prt
6043 portalclusters
16189 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (12)
Optimized: 1828658 visible clusters (0.00%)
Total clusters visible: 29094007
Average clusters visible: 4814
Building PAS...
Average clusters audible: 6042
visdatasize:8511027  compressed from 9185360
writing c:logicielsgoogle drivemap l4d2Prison.bsp
17 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (754C0000)
CDynamicFunction: Closing library 'Kernel32.dll' (74C60000)
 
-------------------------------------------------------------------------------
Running command: cd "c:logicielssteamsteamappscommonleft 4 dead 2bin"
-------------------------------------------------------------------------------
 
 
-------------------------------------------------------------------------------
Running command: "c:logicielssteamsteamappscommonleft 4 dead 2binvrad.exe
"  -game "c:logicielssteamsteamappscommonleft 4 dead 2left4dead2" -noextra
 "C:LogicielsGoogle DriveMap L4D2Prison"
-------------------------------------------------------------------------------
 
CDynamicFunction: Loading library 'Kernel32.dll' (74C60000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7718254
0
CDynamicFunction: Loading library 'psapi.dll' (754C0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 754C155C
Valve Software - vrad.exe SSE (Oct 22 2013)
 
      Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
 
Loading c:logicielsgoogle drivemap l4d2Prison.bsp
Setting up ray-trace acceleration structure... Done (2.02 seconds)
22510 faces
117 degenerate faces
680200 square feet [97948888.00 square inches]
109 Displacements
247537 Square Feet [35645420.00 Square Inches]
22393 patches before subdivision
zero area child patch
53011 patches after subdivision
sun extent from map=0.342020
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (42)
transfers 29430230, max 4535
transfer lists: 224.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(100085, 59354, 38384)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(18083, 5813, 2289)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(4540, 697, 210)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(1282, 88, 22)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #5 added RGB(429, 12, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(161, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(70, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(35, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(20, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(12, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(8, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(6, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(4, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #15 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #16 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #17 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0141 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (11)
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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to Finish
 
Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  13/1024          624/49152    ( 1.3%)
brushes                916/8192        10992/98304    (11.2%)
brushsides            8378/65536       67024/524288   (12.8%)
planes                7784/65536      155680/1310720  (11.9%)
vertexes             36515/65536      438180/786432   (55.7%)
nodes                13097/65536      419104/2097152  (20.0%)
texinfos              1418/12288      102096/884736   (11.5%)
texdata                 29/2048          928/65536    ( 1.4%)
dispinfos              109/0           19184/0        ( 0.0%)
disp_verts            5005/0          100100/0        ( 0.0%)
disp_tris             7424/0           14848/0        ( 0.0%)
disp_lmsamples      260148/0          260148/0        ( 0.0%)
faces                22510/65536     1260560/3670016  (34.3%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             3714/65536      207984/3670016  ( 5.7%)
leaves               13111/65536      419552/2097152  (20.0%)
leaffaces            23376/65536       46752/131072   (35.7%)
leafbrushes           9554/65536       19108/131072   (14.6%)
areas                    2/256            16/2048     ( 0.8%)
surfedges           133176/512000     532704/2048000  (26.0%)
edges                69841/256000     279364/1024000  (27.3%)
LDR worldlights          3/8192          300/819200   ( 0.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2580/32768       25800/327680   ( 7.9%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         60432/65536      120864/131072   (92.2%) VERY FULL!
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     2509356/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     8511027/16777216 (50.7%)
entdata               [variable]       20373/393216   ( 5.2%)
LDR ambient table    13111/65536       52444/262144   (20.0%)
HDR ambient table    13111/65536       52444/262144   (20.0%)
LDR leaf ambient     16135/65536      451780/1835008  (24.6%)
HDR leaf ambient     13111/65536      367108/1835008  (20.0%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
Prop Hull Verts          0/0               0/0        ( 0.0%)
Prop Hull Blob           0/0               0/0        ( 0.0%)
Prop Hull Lists          0/0               0/0        ( 0.0%)
Prop Hulls               0/0               0/0        ( 0.0%)
Prop Hull trilist        0/0               0/0        ( 0.0%)
detail props          [variable]           1/58572    ( 0.0%)
dtl prp lght          [variable]           1/4        (25.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/36552    ( 0.0%)
pakfile               [variable]      173712/0        ( 0.0%)
physics               [variable]      350793/4194304  ( 8.4%)
physics terrain       [variable]       17712/1048576  ( 1.7%)
 
Level flags = 0
 
Total triangle count: 73300
Writing c:logicielsgoogle drivemap l4d2Prison.bsp
1 minute, 4 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (754C0000)
CDynamicFunction: Closing library 'Kernel32.dll' (74C60000)
 
-------------------------------------------------------------------------------
Running command: copy "C:LogicielsGoogle DriveMap L4D2Prison.bsp" "c:logici
elssteamsteamappscommonleft 4 dead 2left4dead2mapsPrison.bsp"
-------------------------------------------------------------------------------
 
Finished. Press a key to close.
Posted

Theres quite a few errors here, obviously :). Firstly, the prop problems you named are likely caused by you trying to set them as prop_static, whilst they don't have that option. You can see which kind of prop they support via the model browser; it's likely they are meant to be prop_dynamic.

 

You also seem to have some brush errors, either caused by: a leak, a too complex structure (not limited to just one brush), or a too big brush. Start up with attempting to find any huge brushes (You can search the brush ID via Hammer) and see if slicing them in smaller parts can do the trick.

 

If you open the map in Hammer, can you load a pointfile? If so, that'll lead you to a possible leak, although I don't assume you have one.

 

I reckon the rest of the errors is caused by faulty displacements; see if the map functions properly if you break them back into regular brushes. (Note: do a re-save of the map, it's hard to reverse those steps!) Read up on http://www.interlopers.net/errors/ after you pasted your compile log in there as well, it shows you helpful ways to tackle a few problems.

Posted (edited)

I've found the problem from the "Too many faces with the same material in scene" error. I have had created prison doors and "window fences" with bsp brushes because there is no beautiful prison door in the props. And I duplicated them for each door and window. So there was actually a lot of face with the same texture. Silly me. Problem solved, even if I have to find prison doors somewhere. 

 

Thanks guys, now my map is fully optimize :)

 

Now I still have to do the scavenge mission. I don't how to use a car rather than the scavenge_generator. 

Edited by TheOnlyDoubleF
  • 4 weeks later...
Posted

Hi guys, 

First of all, Happy New Year everybody ! Make good games and have fun. 

 

Now, back to the business. I've followed the tutorial from World of level design to make a scavenge mode in Left 4 Dead 2.

There is the link : http://www.worldofleveldesign.com/categories/left4dead2_mapping/l4d2-how-to-create-scavenge-gamemode-part1.php

 

But the thing is, this is a pur scavenge mode, human versus human. What I want to do is keeping the gascans and the generator from the scavenger mode to use them as they're in several campaign levels as the commercial center with the racing car. Survivors are players and zombies stay A.I zombies.

 

But I don't know how to do and I don't really want to break something in this project. I'm gonna copy the project and try things but if someone knows what to do and how to do, it would be nice to share your knowledge.... and it would be a big time saving 'cause I'm very late in my agenda. 

Posted

You also seem to have some brush errors, either caused by: a leak, a too complex structure (not limited to just one brush), or a too big brush. Start up with attempting to find any huge brushes (You can search the brush ID via Hammer) and see if slicing them in smaller parts can do the trick.

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