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Posted

Hello everyone.

My map is big and my compilation is stuck in PortalFlow. I created all textures with NoDraw and used func_detail in small objects.

1522 portalclusters
4445 numportals

The compilation should not stop and apparently the compiler stopped because I'm using my eight cores but it seems that is not.

Anyone can help me?

Posted

CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_butterfly/knife_butterfly.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_flip/knife_flip.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_gut/knife_gut.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_karam/karam.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_m9_bay/knife_m9_bay.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_t/knife_t.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_tactical/knife_tactical.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m249para/m249.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_falchion_advanced/knife_falchion_advanced.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_push/knife_push.vmt.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Users\Dr Leonardo\Desktop\jb_dust2\jb_dust2_skybox5.vmf
Map revision 970
Material not found!: DE_GWALIOR/BLEND_DIRT_ROOTS_02
Can't find surfaceprop stone for material DE_CBBLE/STONE_ALT/BRICK_A_CORNER_STONE_STAIN, using default
Material not found!: /NET_WALLPAREDE
Patching WVT material: maps/jb_dust2_skybox5/jb_dust2_net/dust2_blend5_wvt_patch
Patching WVT material: maps/jb_dust2_skybox5/jb_dust2_net/de_mirage_ground_tileh_blend_diffuse _wvt_patch
Patching WVT material: maps/jb_dust2_skybox5/jb_dust2_net/dust2_blend4_tool_wvt_patch
Patching WVT material: maps/jb_dust2_skybox5/jb_dust2_net/dust2_blend3_wvt_patch
Patching WVT material: maps/jb_dust2_skybox5/jb_dust2_net/dust2_blend9_wvt_patch
Patching WVT material: maps/jb_dust2_skybox5/concrete/blend_blacktop_05_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (1918, -232, -93)
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)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 4346 detail faces...done (1)
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!
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 (2)
writing C:\Users\Dr Leonardo\Desktop\jb_dust2\jb_dust2_skybox5.prt...Building visibility clusters...
done (0)
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 (2) (2777994 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11000 texinfos to 5042
Reduced 568 texdatas to 510 (17913 bytes to 16186)
Writing C:\Users\Dr Leonardo\Desktop\jb_dust2\jb_dust2_skybox5.bsp
9 seconds elapsed

 

8 threads
reading c:\users\dr leonardo\desktop\jb_dust2\jb_dust2_skybox5.bsp
reading c:\users\dr leonardo\desktop\jb_dust2\jb_dust2_skybox5.prt
1522 portalclusters
4445 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4

 

Posted

Okay, the first thing that i would do is to remake your displaments, but this time select onlt the top of the brush with rhe face edit sheeft

After you donr that

Start to hide stuff untill you see that the compile is worknig (hide the props and compile. If it's still not working hide the func_detail and recompile and keep going like that

Good luck

Posted

Ok, if the suggested above does not work then try compiling the map with VIS set to fast:

DrYWpQf.jpg

Go Map > Load Portal File after that is done compiling and see where the blue lines cluster up together, this is probably where there is too complicated brushes which have not been sorted into func_details.

Source is not good with large outdoor areas, so maybe it would be best to do some manual optimization on the map itself, instead of it all being calculated in VIS.

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