The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
I run those options too so my conclusion is you're just bad at computers. All three of the maps I've put effort into.. crater, trainwreck, and demobowl each builds in under 3 minutes with all the fancy doodads turned on.
I turn down my lightmap scaling though, 16 is higher than is strictly necessary. I tend to select all and set everything to 64 and adjust where I need more detail from there. Speeds up the build pretty good and keeps the map size down as well.
I generally start at 32 and go from there, so maybe I could optimize that better.
But for the record glassworks takes about 15 minutes and wubwubwub about 20. Granted the latter doesn't even use HDR lighting. It has a lot of lighting variables though, so it still ended up fat.
I actually pushed past how many lighting styles I could have on a few brushes and had to scale back a bit.
So apparently TSL was set to 16 or lower, so I did a quick 32 over everything and then 16 over areas I wanted more detailed, and 8 on the raised center point because I liked dem shadows.
Should save a few megs if nothing else. Reading up I'm not convinced a bigger lightmap scale will save on compile time but it certainly won't hurt. Shame TF2 chokes on mp3's because it would be really nice to not have to pack wav files.
I ran into MAX_MAP_PLANES problems because I made too much stuff a func_brush, I'm not super clear what the error really means but it would seem that ridiculous skybox I made for demobowl put me real close to the limit and when I made some additional func_brushes the map refused to compile.
It can handle MP3's (the majority of TSL's lines are MP3 now) just not as well as WAVs.
Newest compile came out just over a half hour, but I walked away and let it do it's thing so that probably helped. Here's my log if you want to see why I suck so hard.
Welcome to VBCT
Session Date: Monday, March 31, 2014, 4:31:42 PM
VBCT Version: 1.0t
Engine detected from registry: EP2/OB
Game name read from GameInfo.txt file: Team Fortress 2
appid read from GameInfo.txt file: 440
Available EP1 Source Engine 2006 Games:
Error: GameConfig.txt was not found!
expected path: c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk\bin\ep1\bin\GameConfig.txt
No EP1 Source Engine 2006 Games found!:
Available EP2 Source Engine 2007 Games:
Half-Life 2: Episode Two
Team Fortress 2
Portal
Day of Defeat: Source
Available EP2/Orangebox Source Engine MP Games:
Team Fortress 2
Day of Defeat: Source
Counter-Strike: Source
Available EP2 Source Engine 2009 Games:
Half-Life 2
Half-Life 2: Episode One
Half-Life 2: Episode Two
Portal
Map File Selected: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.vmf
There is no Custom Profile to load: \Mapping\Tools\vbct_10t\koth_trainsawlaser_rc1.pro
HDR will be enabled for compiles!
NOTE: You should typically always have LDR enabled with HDR.
Compile Complete for this module.
VRAD Completed: Monday, March 31, 2014, 5:03:04 PM
VRAD: entdata [variable] 430292/393216 (109.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 4 minutes, 11 seconds elapsed
VRAD: entdata [variable] 430292/393216 (109.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 4 minutes, 6 seconds elapsed
One Line Summary: 3/31/2014 5:03:04 PM, koth_trainsawlaser_rc1.vmf, Team Fortress 2, normal , normal, final, 00:00:12, 00:22:35, 00:08:18, 00:31:06
History.csv was updated.
What the hell man, 22 minutes for vvis? That shouldn't happen unless you have managed to forget how to make func_details. I can't think of anything in TSL that is complicated enough to require more than 2 minutes.
You should load the portal file in hammer after a compile, see what's going on. Any place you see a mass of blue lines in a tiny area is a prime spot for optimization.. more func_detail is the easy solution but sometimes it's a question of smoothing out adjacent brushes so they're coplanar.
As for tonight's test, I may or may not be there.. I promised the spousal unit I'd take her out to dinner. So if I'm not around, I expect a detailed report in the thread about how I shamelessly stole Crash's exact idea for wubwubwub even though I was 50% done with the idea before I knew wub even existed.
Before cubemaps TSL is 12.2MB
After HDR cubemaps it's 13.4MB
After LDR cubemaps it goes up to a whopping 13.5MB
After packing custom assets it goes to 63.2MB
BZ2ing it for servers drops it down to 42.9MB
B6 was 45.6MB's in BZ2 and 69.2MB out of it.
Saved a bit doing that lightmap change. Probably could've cranked it to 64 and went from there still, though.
My func_details are smooth as a baby's butt, and I hinted where appropriate. The main visleaf issue is around mid, and I think it's just because of what a clusterfuck it is. Lots of holes that don't seem to want to play well even when hinted.
Meh, this is probably my last update to TSL anyway. Shit hit RC1. Now it's time to see if Valve wants it. :rotate:
I'm trying to start to wrap up some projects because this past week showed me what an insane amount of work I have been putting on myself and peaked with the TOTH stream. wubwubwub is most likely going to be a one-off map, which is why I named the final version koth_wubwubwub with no versioning. Which is unfortunate in a way, because I gave it a really mapper-friendly system to add more songs into it.
My func_details are smooth as a baby's butt, and I hinted where appropriate. The main visleaf issue is around mid, and I think it's just because of what a clusterfuck it is. Lots of holes that don't seem to want to play well even when hinted.
Meh, this is probably my last update to TSL anyway. Shit hit RC1. Now it's time to see if Valve wants it. :rotate:
Valve will never want it because swears and because who cares about maps lol we got hats, much cooler.
Also dev textures.
0
CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
The demobowl ramps are so fun, oh man. FLYING HEAVY GOOOOOOOO
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
First taunt kill on demo bowl. You may bow now.
0
turtleantGunpla Dadis the best.Registered Userregular
There's a chance that we will be done playing TSL before I finish downloading it. I really wish I knew why stuff downloads slower inside TF2 than anywhere else.
0
Dyshow am I even using this gunRegistered Userregular
There's a chance that we will be done playing TSL before I finish downloading it. I really wish I knew why stuff downloads slower inside TF2 than anywhere else.
I really wish I knew why TF2 sometimes just decides to take my internet out.
0
turtleantGunpla Dadis the best.Registered Userregular
edited April 2014
@UEAKCrash, you said you were getting rid of that Star_ clip? May I suggest a replacement?
I thought I did replace it with Kilgore's line "DUBSTEP WUB WUB WUB WUB BBRRR BRRR" which was super obvious to use, but apparently it didn't stick or something? I dunno. Source engine.
Since I'm not sure it came through in game, the songs I used that no one could hear because Source is dumb came from Brutal Legend. Everyone should buy that game, it's on Steam and if you ever liked metal you'll like that game just for the atmosphere.
Was my basic plan, "put brutal legend in tf2" but unfortunately I had to scale everything back for time. The skybox for example was originally intended to be the flames of hell, but I had trouble getting it to look good.
Plus there's the music thing. It literally never failed once in single player testing. Fuck you, Source.
Baaah so I think I know why we were getting the repeat audio issue on Trainsawlaser and I'm totally going to have to do another update to fix it so I can finally call the project done.
I wouldn't care, but I'm fairly certain the entire "boosh" system is broken so all the train train on hit lines aren't popping.
Plus there's the music thing. It literally never failed once in single player testing. Fuck you, Source.
Did you die when you were single player testing? I said last night I didn't hear the music until the very end of the last time we played, but then I realized it would cut out as soon as I died, so I must have been dead when the music started the previous times.
Posts
Even on my old system I could build stoneyridge in about 20 minutes, both hdr and ldr.
Not to mention I tend to multi task doing other intensive stuff.
The last compile took 50 minutes or so.
I turn down my lightmap scaling though, 16 is higher than is strictly necessary. I tend to select all and set everything to 64 and adjust where I need more detail from there. Speeds up the build pretty good and keeps the map size down as well.
But for the record glassworks takes about 15 minutes and wubwubwub about 20. Granted the latter doesn't even use HDR lighting. It has a lot of lighting variables though, so it still ended up fat.
I actually pushed past how many lighting styles I could have on a few brushes and had to scale back a bit.
I ran into MAX_MAP_PLANES problems because I made too much stuff a func_brush, I'm not super clear what the error really means but it would seem that ridiculous skybox I made for demobowl put me real close to the limit and when I made some additional func_brushes the map refused to compile.
Source 2 will make dynamic maps easier, right??
It can handle MP3's (the majority of TSL's lines are MP3 now) just not as well as WAVs.
Newest compile came out just over a half hour, but I walked away and let it do it's thing so that probably helped. Here's my log if you want to see why I suck so hard.
Session Date: Monday, March 31, 2014, 4:31:42 PM
VBCT Version: 1.0t
Engine detected from registry: EP2/OB
Game name read from GameInfo.txt file: Team Fortress 2
appid read from GameInfo.txt file: 440
Available EP1 Source Engine 2006 Games:
Error: GameConfig.txt was not found!
expected path: c:\program files (x86)\steam\steamapps\crash@ueak.net\sourcesdk\bin\ep1\bin\GameConfig.txt
No EP1 Source Engine 2006 Games found!:
Available EP2 Source Engine 2007 Games:
Half-Life 2: Episode Two
Team Fortress 2
Portal
Day of Defeat: Source
Available EP2/Orangebox Source Engine MP Games:
Team Fortress 2
Day of Defeat: Source
Counter-Strike: Source
Available EP2 Source Engine 2009 Games:
Half-Life 2
Half-Life 2: Episode One
Half-Life 2: Episode Two
Portal
Map File Selected: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.vmf
There is no Custom Profile to load: \Mapping\Tools\vbct_10t\koth_trainsawlaser_rc1.pro
HDR will be enabled for compiles!
NOTE: You should typically always have LDR enabled with HDR.
Advanced Compile Options Panel selected!
VBSP Advanced:
VVIS Advanced:
VRAD Advanced: -lights "D:\Mapping\Tools\vbct_10t\lights.rad" -textureshadows -StaticPropPolys -StaticPropLighting
Final Compile Selected!
Compile Start Time: Monday, March 31, 2014, 4:31:58 PM
Start Compile BSP
VBSP Started, Please Wait!
VBSP: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1"
Valve Software - vbsp.exe (Mar 4 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_trainsawlaser_rc1/dev/dev_blendmeasure_wvt_patch
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 1370 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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 (1) (899492 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5611 texinfos to 3123
Reduced 242 texdatas to 218 (6779 bytes to 5913)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
11 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Compile Complete for this module.
VBSP Completed: Monday, March 31, 2014, 4:32:10 PM
VBSP: Compile time: 11 seconds elapsed
Start Compile VVIS
VVIS Started, Please Wait!
VVIS: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1"
Valve Software - vvis.exe (Mar 4 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.prt
1172 portalclusters
3052 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1355)
Optimized: 3622 visible clusters (0.73%)
Total clusters visible: 495372
Average clusters visible: 422
Building PAS...
Average clusters audible: 886
visdatasize:313298 compressed from 356288
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
22 minutes, 35 seconds elapsed
Compile Complete for this module.
VVIS Completed: Monday, March 31, 2014, 4:54:45 PM
VVIS: Compile time: 22 minutes, 35 seconds elapsed
Start Compile VRAD
VRAD Started, Please Wait!
VRAD: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe -final -both -lights "D:\Mapping\Tools\vbct_10t\lights.rad" -textureshadows -StaticPropPolys -StaticPropLighting -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1"
Valve Software - vrad.exe SSE (Mar 4 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
[Reading texlights from 'D:\Mapping\Tools\vbct_10t\lights.rad']
[0 texlights parsed from 'D:\Mapping\Tools\vbct_10t\lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
Loaded alpha texture materials\models\props_foliage\tree01.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
Loaded alpha texture materials\models\props_farm\tree001_card.vtf
Loaded alpha texture materials\models\props_farm\tree001_card_skin2.vtf
Setting up ray-trace acceleration structure... Done (19.43 seconds)
7884 faces
1 degenerate faces
6898182 square feet [993338240.00 square inches]
264 Displacements
715650 Square Feet [103053648.00 Square Inches]
7883 patches before subdivision
80335 patches after subdivision
sun extent from map=0.008727
127 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (181)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 5848331, max 1296
transfer lists: 44.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(564966, 331514, 277445)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(113649, 53105, 40509)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(25411, 8886, 7143)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7455, 2205, 1773)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2122, 548, 470)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(728, 162, 138)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(222, 48, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(81, 15, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(25, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(10, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0288 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 5 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (24)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
models 235/1024 11280/49152 (22.9%)
brushes 2342/8192 28104/98304 (28.6%)
brushsides 17010/65536 136080/524288 (26.0%)
planes 11396/65536 227920/1310720 (17.4%)
vertexes 14621/65536 175452/786432 (22.3%)
nodes 4747/65536 151904/2097152 ( 7.2%)
texinfos 3123/12288 224856/884736 (25.4%)
texdata 218/2048 6976/65536 (10.6%)
dispinfos 264/0 46464/0 ( 0.0%)
disp_verts 8840/0 176800/0 ( 0.0%)
disp_tris 12288/0 24576/0 ( 0.0%)
disp_lmsamples 1022888/0 1022888/0 ( 0.0%)
faces 7884/65536 441504/3670016 (12.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6154/65536 344624/3670016 ( 9.4%)
leaves 4983/65536 159456/2097152 ( 7.6%)
leaffaces 10095/65536 20190/131072 (15.4%)
leafbrushes 8581/65536 17162/131072 (13.1%)
areas 29/256 232/2048 (11.3%)
surfedges 64670/512000 258680/2048000 (12.6%)
edges 41324/256000 165296/1024000 (16.1%)
LDR worldlights 127/8192 11176/720896 ( 1.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 1007/32768 10070/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 20025/65536 40050/131072 (30.6%)
cubemapsamples 17/1024 272/16384 ( 1.7%)
overlays 238/512 83776/180224 (46.5%)
LDR lightdata [variable] 2467212/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 313298/16777216 ( 1.9%)
entdata [variable] 430292/393216 (109.4%) VERY FULL!
LDR ambient table 4983/65536 19932/262144 ( 7.6%)
HDR ambient table 4983/65536 19932/262144 ( 7.6%)
LDR leaf ambient 29034/65536 812952/1835008 (44.3%)
HDR leaf ambient 4983/65536 139524/1835008 ( 7.6%)
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] 1/69236 ( 0.0%)
pakfile [variable] 7219525/0 ( 0.0%)
physics [variable] 899492/4194304 (21.4%)
physics terrain [variable] 62000/1048576 ( 5.9%)
Level flags = 1
Total triangle count: 23634
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
4 minutes, 11 seconds elapsed
Valve Software - vrad.exe SSE (Mar 4 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
[Reading texlights from 'D:\Mapping\Tools\vbct_10t\lights.rad']
[0 texlights parsed from 'D:\Mapping\Tools\vbct_10t\lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
Loaded alpha texture materials\models\props_foliage\tree01.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
Loaded alpha texture materials\Models\props_farm\haypile001_card.vtf
Loaded alpha texture materials\models\props_farm\tree001_card.vtf
Loaded alpha texture materials\models\props_farm\tree001_card_skin2.vtf
Setting up ray-trace acceleration structure... Done (19.43 seconds)
7884 faces
1 degenerate faces
6898182 square feet [993338240.00 square inches]
264 Displacements
715650 Square Feet [103053648.00 Square Inches]
7883 patches before subdivision
80335 patches after subdivision
sun extent from map=0.008727
127 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (176)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 5848331, max 1296
transfer lists: 44.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(563680, 330534, 276231)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(113378, 52941, 40278)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(25358, 8862, 7100)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7443, 2200, 1764)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2119, 548, 468)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(727, 162, 137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(221, 48, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(81, 15, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(25, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(10, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0330 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 5 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (24)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
models 235/1024 11280/49152 (22.9%)
brushes 2342/8192 28104/98304 (28.6%)
brushsides 17010/65536 136080/524288 (26.0%)
planes 11396/65536 227920/1310720 (17.4%)
vertexes 14621/65536 175452/786432 (22.3%)
nodes 4747/65536 151904/2097152 ( 7.2%)
texinfos 3123/12288 224856/884736 (25.4%)
texdata 218/2048 6976/65536 (10.6%)
dispinfos 264/0 46464/0 ( 0.0%)
disp_verts 8840/0 176800/0 ( 0.0%)
disp_tris 12288/0 24576/0 ( 0.0%)
disp_lmsamples 1022888/0 1022888/0 ( 0.0%)
faces 7884/65536 441504/3670016 (12.0%)
hdr faces 7884/65536 441504/3670016 (12.0%)
origfaces 6154/65536 344624/3670016 ( 9.4%)
leaves 4983/65536 159456/2097152 ( 7.6%)
leaffaces 10095/65536 20190/131072 (15.4%)
leafbrushes 8581/65536 17162/131072 (13.1%)
areas 29/256 232/2048 (11.3%)
surfedges 64670/512000 258680/2048000 (12.6%)
edges 41324/256000 165296/1024000 (16.1%)
LDR worldlights 127/8192 11176/720896 ( 1.6%)
HDR worldlights 127/8192 11176/720896 ( 1.6%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 1007/32768 10070/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 20025/65536 40050/131072 (30.6%)
cubemapsamples 17/1024 272/16384 ( 1.7%)
overlays 238/512 83776/180224 (46.5%)
LDR lightdata [variable] 2467212/0 ( 0.0%)
HDR lightdata [variable] 2467212/0 ( 0.0%)
visdata [variable] 313298/16777216 ( 1.9%)
entdata [variable] 430292/393216 (109.4%) VERY FULL!
LDR ambient table 4983/65536 19932/262144 ( 7.6%)
HDR ambient table 4983/65536 19932/262144 ( 7.6%)
LDR leaf ambient 29034/65536 812952/1835008 (44.3%)
HDR leaf ambient 29034/65536 812952/1835008 (44.3%)
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] 1/69236 ( 0.0%)
pakfile [variable] 12526961/0 ( 0.0%)
physics [variable] 899492/4194304 (21.4%)
physics terrain [variable] 62000/1048576 ( 5.9%)
Level flags = 3
Total triangle count: 23634
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp
4 minutes, 6 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Compile Complete for this module.
VRAD Completed: Monday, March 31, 2014, 5:03:04 PM
VRAD: entdata [variable] 430292/393216 (109.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 4 minutes, 11 seconds elapsed
VRAD: entdata [variable] 430292/393216 (109.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 4 minutes, 6 seconds elapsed
One Line Summary: 3/31/2014 5:03:04 PM, koth_trainsawlaser_rc1.vmf, Team Fortress 2, normal , normal, final, 00:00:12, 00:22:35, 00:08:18, 00:31:06
History.csv was updated.
Compile Summary - job mode: FINAL
Map Name: koth_trainsawlaser_rc1.vmf
VBSP - mode:normal , 11 seconds, 00:00:12 elapsed
VVIS - mode:normal, 22 minutes, 35 seconds, 00:22:35 elapsed
VRAD - mode:final, 4 minutes, 11 seconds(LDR), 4 minutes, 6 seconds(HDR), 00:08:18 elapsed
Total Compile time: 00:31:06
NOTE: old BSP file renamed to : C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_trainsawlaser_rc1_old.bsp
File copied: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\koth_trainsawlaser_rc1.bsp to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_trainsawlaser_rc1.bsp
Results copied to the clipboard!
Dat entdata, amirite? And hilariously it's way improved from previous.
Mainly looks like I'm having issues with VVIS at this point, but I'm not sure how I could optimize it any better, really. It's a pretty open map.
Honcs for map testing?
You should load the portal file in hammer after a compile, see what's going on. Any place you see a mass of blue lines in a tiny area is a prime spot for optimization.. more func_detail is the easy solution but sometimes it's a question of smoothing out adjacent brushes so they're coplanar.
As for tonight's test, I may or may not be there.. I promised the spousal unit I'd take her out to dinner. So if I'm not around, I expect a detailed report in the thread about how I shamelessly stole Crash's exact idea for wubwubwub even though I was 50% done with the idea before I knew wub even existed.
Before cubemaps TSL is 12.2MB
After HDR cubemaps it's 13.4MB
After LDR cubemaps it goes up to a whopping 13.5MB
After packing custom assets it goes to 63.2MB
BZ2ing it for servers drops it down to 42.9MB
B6 was 45.6MB's in BZ2 and 69.2MB out of it.
Saved a bit doing that lightmap change. Probably could've cranked it to 64 and went from there still, though.
Meh, this is probably my last update to TSL anyway. Shit hit RC1. Now it's time to see if Valve wants it. :rotate:
I'm trying to start to wrap up some projects because this past week showed me what an insane amount of work I have been putting on myself and peaked with the TOTH stream. wubwubwub is most likely going to be a one-off map, which is why I named the final version koth_wubwubwub with no versioning. Which is unfortunate in a way, because I gave it a really mapper-friendly system to add more songs into it.
Valve will never want it because swears and because who cares about maps lol we got hats, much cooler.
Also dev textures.
Which should totally be an official map and it's a crying shame that it isn't.
But goddamn do I love Demobowl.
and for the record, the only reason I went mini-sentry engie on Demobowl was because red team did it first, the previous match.
I regret nothing.
(I snagged an airstab on someone on the point Friday.)
https://www.youtube.com/watch?v=OilDMidvpks
Tim Curry belching out space at the end there never stops making me giggle.
Also
https://www.youtube.com/watch?v=ZRNAzk0Y6lA&feature=youtu.be
Also @Kupi has given me the best gift:
Was my basic plan, "put brutal legend in tf2" but unfortunately I had to scale everything back for time. The skybox for example was originally intended to be the flames of hell, but I had trouble getting it to look good.
Plus there's the music thing. It literally never failed once in single player testing. Fuck you, Source.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I wouldn't care, but I'm fairly certain the entire "boosh" system is broken so all the train train on hit lines aren't popping.
Wrong weapon dude, you should backstab with your knife.
The dog is not the smuggest thing in this image.
Train rain that spawns over players heads every few minutes.
Did you die when you were single player testing? I said last night I didn't hear the music until the very end of the last time we played, but then I realized it would cut out as soon as I died, so I must have been dead when the music started the previous times.