help


PanFrie
09-24-2004, 06:06 PM
ok... im about to quit my map if i cant fix this... it my be my slow @$$ computer... (500 mhz) but my map is laggy as .... if i posted the .rmf file, could someone PLEASE fix it for me??? its real small right now.. but i could learn off what you did for the rest of my map. please :( :dog:

travis
09-24-2004, 08:31 PM
by laggy you mean????

tell us what the poly count it - im betting this is your problem even post your compile log please - need more information so as to detemine what the problem is.

TheNomad
09-25-2004, 11:15 AM
By the way, in future dont use "help" as your thread title, give some sort of idea what the thread is about, such as "map seems laggy, need help"

PanFrie
09-26-2004, 10:42 AM
ok, im not sure what you want from the .log, so il just past the hole thing

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: "D:\common\valve hammer\zoner\hlcsg.exe"-nowadtextures "D:\common\Half-Life\DoD 1.0\maps\DoD_AllieRox.map"
Entering D:\common\Half-Life\DoD 1.0\maps\DoD_AllieRox.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

24 brushes (totalling 144 sides) discarded from clipping hulls
CreateBrush:
(9.24 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(15.15 seconds)

Using Wadfile: \common\valve hammer\wad\e_doors.wad
- Contains 0 used textures, 0.00 percent of map (31 textures in wad)
Using Wadfile: \common\half-life\valve\dod.wad
- Contains 1 used texture, 2.22 percent of map (115 textures in wad)
Using Wadfile: \common\valve hammer\wad\dod_anzio.wad
- Contains 8 used textures, 17.78 percent of map (133 textures in wad)
Using Wadfile: \common\valve hammer\wad\dod_avalanche.wad
- Contains 7 used textures, 15.56 percent of map (109 textures in wad)
Using Wadfile: \common\valve hammer\wad\dod_caen.wad
- Contains 2 used textures, 4.44 percent of map (112 textures in wad)
Using Wadfile: \common\valve hammer\wad\dod_glider.wad
- Contains 5 used textures, 11.11 percent of map (125 textures in wad)
Using Wadfile: \common\valve hammer\wad\dod_kraftstoff.wad
- Contains 2 used textures, 4.44 percent of map (70 textures in wad)
Using Wadfile: \common\valve hammer\wad\dod_narby.wad
- Contains 1 used texture, 2.22 percent of map (76 textures in wad)
Using Wadfile: \common\valve hammer\wad\hlbasics.wad
- Contains 0 used textures, 0.00 percent of map (21 textures in wad)
Using Wadfile: \common\valve hammer\wad\classic_kleineh_dod.wad
- Contains 2 used textures, 4.44 percent of map (156 textures in wad)
Using Wadfile: \common\valve hammer\kami-platinum.wad
- Warning: Larger than expected texture (348972 bytes): '{K_TREE4'
- Contains 7 used textures, 15.56 percent of map (774 textures in wad)
Using Wadfile: \common\half-life\valve\halflife.wad
- Contains 10 used textures, 22.22 percent of map (3116 textures in wad)
Using Wadfile: \common\valve hammer\wad\green.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)

Warning: More than 8 wadfiles are in use. (13)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Texture usage is at 1.42 mb (of 4.00 mb MAX)
27.26 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: "D:\common\valve hammer\zoner\hlbsp.exe""D:\common\Half-Life\DoD 1.0\maps\DoD_AllieRox.map"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'D:\common\Half-Life\DoD 1.0\maps\DoD_AllieRox.prt'
26.09 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: "D:\common\valve hammer\zoner\hlvis.exe"-fast "D:\common\Half-Life\DoD 1.0\maps\DoD_AllieRox.map"
1094 portalleafs
3848 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(53.45 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 974 and 978:
(129.667 -801.556 -248.000)
(129.778 -801.444 -248.000)
(130.000 -801.500 -252.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 1007 and 1028:
(131.000 133.390 -259.902)
(126.500 133.500 -252.000)
(126.000 133.488 -251.122)
(131.000 53.610 -259.902)

average leafs visible: 926
g_visdatasize:147081 compressed from 149878
54.45 seconds elapsed

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: "D:\common\valve hammer\zoner\hlrad.exe""D:\common\Half-Life\DoD 1.0\maps\DoD_AllieRox.map"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


4609 faces
Create Patches : 13944 base patches
10 opaque faces
123028 square feet [17716050.00 square inches]
5 direct lights

BuildFacelights:
(183.35 seconds)
visibility matrix : 11.6 megs
BuildVisLeafs:
(382.11 seconds)
MakeScales:
(48.58 seconds)
SwapTransfers:
(25.92 seconds)
Transfer Lists : 8334802 : 8.33M transfers
Indices : 7620092 : 7.27M bytes
Data : 33339208 : 31.79M bytes
GatherLight:
(5.08 seconds)
FinalLightFace:
(5.15 seconds)
654.87 seconds elapsed [10m 54s]

----- END hlrad -----

o, and by laggy i mean i goto about 5 FPS in spots, such as looking at windows

TheNomad
09-26-2004, 11:26 AM
firstly you are using too many wads. combine them in to 1 wad or something.

secondly:

"Warning: Leaf portals saw into leaf
Problem at portal between leaves 974 and 978:
(129.667 -801.556 -248.000)
(129.778 -801.444 -248.000)
(130.000 -801.500 -252.000)"

find those co-ords and change or delete the shapes that are making the error.

siron
09-26-2004, 11:45 AM
thirdly:

average leafs visible: 926 <-- holy :hamster::hamster::hamster::hamster:, ive never seen so many leafs visible in my life.

PanFrie
09-26-2004, 11:55 AM
is there an easy way of finding coodrianateS? i never was good at that...

and how can i fix the average leafs visible?

siron
09-26-2004, 12:29 PM
i suggest you do more research on your own before asking everyone else for all the answers.

you can fix leafs visible by visblocking. go research visblocking in half life (google is your friend).

the coordinates are displayed on the bottom bar of the hammer program as you move the mouse around the editor, you can find the troubled spots by zooming around in there.

travis
09-26-2004, 12:38 PM
panfrie see how a log files and a better description of your problem is helpful to those you are asking help from?

sounds to me like you have no idea what vis blocking is and your whole map is being rendered causing this "lag" as you say to be a servere drop in FPS.

greenhorn
09-26-2004, 12:55 PM
-using the -fast setting for vis will disable all vis-blocking, hence the high visible-poly count and laggyness (use -full)
-find your "saw into portal leaf" problem (wave the cursor over the grid and watch the numbers on the bottom- these are 3d grid co-ordinates) it is most likely a piece that you've vertexed incorrectly
-delete the offending piece and re-build it if necessary
-use wally to put all the textures used in your map into a new wad (it's easy, drag and drop) then name it mywad or whatever and do a -wadinclude of this wad with every compile
(do not use the other wads when building in hammer -remove them all from the list or it will try to load all of them when u boot the map -hence more drain on your 500mhz)

-note: i am still mapping/playing on my 566mhz so it IS possible

siron
09-26-2004, 02:31 PM
thats not true greenhorn, using -fast vis only makes vis blocking less acurate, its still there. compiling with full makes vis a lot more accurate hence making better r_speeds (usually)

greenhorn
09-26-2004, 02:40 PM
the -fast vis setting is only for developer purposes, to test compile an area,
the game will render entire areas that it shouldnt, thus making r_speed numbers grossly over-inflated

siron - you're picking on semantics, the point is -fast vis = crappy r_speeds = lag
you should never use a -fast vis compile to guage lagginess or r_speeds

PanFrie
09-26-2004, 05:53 PM
well... thats something i never knew before... thanks! (and no... that wasnt sarcasm)

PanFrie
09-27-2004, 02:02 PM
whats a good amount of average leafs visible?

siron
09-27-2004, 04:14 PM
the lower the better, there really isnt a "set amount" for them.. i haven't gone over 330.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.