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Что такое visdata??? Посмотрите пожалуйста лог компиляции...

Macabre

New member
11.03.08
62
Что такое visdata??? Посмотрите пожалуйста лог компиляции...

Посмотрите пожалуйста лог компиляции... Что такое visdata?(смотрите подчёркнутую строку)

Код:
materialPath: D:\SourceSDK\hl2\materials
Loading d:\sourcesdk_content\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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 14 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing d:\sourcesdk_content\map.prt...done (4)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_10rt"
Can't load skybox file skybox/sky_day02_10 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 (1) (798760 bytes)
Static prop models/props_c17/light_cagelight02_on.mdl outside the map (-1193.00, 2709.00, -2060.36)
Error! To use model "models/props_canal/mattpipe.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_canal/mattpipe.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5849 texinfos to 3750
Reduced 210 texdatas to 196 (5371 bytes to 4777)
Writing d:\sourcesdk_content\map.bsp
17 seconds elapsed



2 threads
reading d:\sourcesdk_content\map.bsp
reading d:\sourcesdk_content\map.prt
8659 portalclusters
30671 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: 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
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
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
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: 5316190 visible clusters (0.00%)
Total clusters visible: 51223644
Average clusters visible: 5915
Building PAS...
Average clusters audible: 8622
visdatasize:16536814  compressed from 18841984
writing d:\sourcesdk_content\map.bsp
6 minutes, 5 seconds elapsed



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

Loading d:\sourcesdk_content\map.bsp
17931 faces
28 degenerate faces
10277106 square feet [1479903360.00 square inches]
0 displacements
0 square feet [0.00 square inches]
17903 patches before subdivision
17903 patches after subdivision
20 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 11304023, max 5103
transfer lists:  86.2 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(53981, 50743, 40415)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(11904, 10601, 7364)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(3212, 2700, 1632)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(871, 703, 387)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(265, 205, 105)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(83, 62, 31)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(29, 21, 11)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(11, 8, 4)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(4, 3, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(2, 1, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<1.0589 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  16/1024          768/49152    ( 1.6%) 
brushes               2278/8192        27336/98304    (27.8%) 
brushsides           17063/65536      136504/524288   (26.0%) 
planes               16740/65536      334800/1310720  (25.5%) 
vertexes             43730/65536      524760/786432   (66.7%) 
nodes                13603/65536      435296/2097152  (20.8%) 
texinfos              3750/12288      270000/884736   (30.5%) 
texdata                196/2048         6272/65536    ( 9.6%) 
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                17931/65536     1004136/3670016  (27.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             4571/65536      255976/3670016  ( 7.0%) 
leaves               13620/65536      435840/2097152  (20.8%) 
leaffaces            20875/65536       41750/131072   (31.9%) 
leafbrushes           9416/65536       18832/131072   (14.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           103866/512000     415464/2048000  (20.3%) 
edges                57504/256000     230016/1024000  (22.5%) 
LDR worldlights         20/8192         1760/720896   ( 0.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips           1711/32768       17110/327680   ( 5.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         27930/65536       55860/131072   (42.6%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    12857752/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
[B][U]visdata             [variable]    16536814/16777216 (98.6%) VERY FULL![/U][/B]
entdata               [variable]       57863/393216   (14.7%) 
LDR leaf ambient     13620/65536      326880/1572864  (20.8%) 
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]           1/19154    ( 0.0%) 
pakfile               [variable]       23958/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      798760/4194304  (19.0%) 
==== Total Win32 BSP file data space used: 34814525 bytes ====

Total triangle count: 49344
Writing d:\sourcesdk_content\map.bsp
16 minutes, 5 seconds elapsed
Что это значит??? :spy:
 

Macabre

New member
11.03.08
62
Смущает меня эта строка:
visdata [variable] 16536814/16777216 (98.6%) VERY FULL!

%)

Вот я и хочу узнать, что это значит....

На этой карте ещё многое планируется сделать, но вот боюсь, что всё не войдёт... Смену уровней делать не хочу, т.к. при переходе появляется Ai_Disabled... Лечить пробовал - не помогает.. Перепробовал разные версии пираток - таже фигня....
Как вы думаете, много ли ещё можно запихнуть в эту карту?
И сколько времени может занять полная компиляция карты под hl2 ?
 

Backbreaker

графодрочер ксм
27.12.07
3 130
38
48
  • Золотая медаль 111
Смею предположить (и скорее всего окажусь прав), какрта просто не оптимизирована. Посмотри например как сдеал скайбокс...
 

Macabre

New member
11.03.08
62
Backbreaker сказав(ла):
Смею предположить (и скорее всего окажусь прав), какрта просто не оптимизирована. Посмотри например как сдеал скайбокс...
Ты прав..
Первый блин всегда комом... :D
А если часть брашей в func_detail превратить?
Кстати, что стоит превращать в func_detail, а что нет?
 

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