Material Error


pluckster
08-11-2006, 11:38 AM
Im getting a material error thgat crashes DODS when i try and run the map. This is the log. the error is easy to see i just have no idea how to fix it.
materialPath: c:\program files\steam\steamapps\pluckster\day of defeat source\dod\materials
Loading C:\Program Files\Steam\SteamApps\pluckster\day of defeat source\dod\maps\Maginot.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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Program Files\Steam\SteamApps\pluckster\day of defeat source\dod\maps\Maginot.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_03_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_03_hdr*.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 (0) (115121 bytes)
Placing detail props : 0...1...2...3...4...5...6...7..Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
.Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
8Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
.Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
..9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 259 texinfos to 129
Reduced 33 texdatas to 25 (983 bytes to 718)
Writing C:\Program Files\Steam\SteamApps\pluckster\day of defeat source\dod\maps\Maginot.bsp
7 seconds elapsed



1 threads
reading c:\program files\steam\steamapps\pluckster\day of defeat source\dod\maps\Maginot.bsp
reading c:\program files\steam\steamapps\pluckster\day of defeat source\dod\maps\Maginot.prt
510 portalclusters
1552 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
Optimized: 7797 visible clusters (0.00%)
Total clusters visible: 212500
Average clusters visible: 416
Building PAS...
Average clusters audible: 508
visdatasize:69094 compressed from 65280
writing c:\program files\steam\steamapps\pluckster\day of defeat source\dod\maps\Maginot.bsp
1 second elapsed



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

Loading c:\program files\steam\steamapps\pluckster\day of defeat source\dod\maps\Maginot.bsp
1602 faces
2 degenerate faces
418579 square feet [60275468.00 square inches]
157 displacements
135367 square feet [19492946.00 square inches]
1600 patches before subdivision
23510 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10transfers 1174329, max 398
transfer lists: 9.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(16498, 18396, 10169)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(862, 885, 395)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(87, 84, 33)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(11, 10, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0248 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace 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 7/1024 336/49152 ( 0.7%)
brushes 308/8192 3696/98304 ( 3.8%)
brushsides 2305/65536 18440/524288 ( 3.5%)
planes 1458/65536 29160/1310720 ( 2.2%)
vertexes 3216/65536 38592/786432 ( 4.9%)
nodes 1212/65536 38784/2097152 ( 1.8%)
texinfos 129/12288 9288/884736 ( 1.0%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 157/0 27632/0 ( 0.0%)
disp_verts 12717/0 254340/0 ( 0.0%)
disp_tris 20096/0 40192/0 ( 0.0%)
disp_lmsamples 331360/0 331360/0 ( 0.0%)
faces 1602/65536 89712/3670016 ( 2.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 978/65536 54768/3670016 ( 1.5%)
leaves 1220/65536 39040/2097152 ( 1.9%)
leaffaces 1592/65536 3184/131072 ( 2.4%)
leafbrushes 755/65536 1510/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11266/512000 45064/2048000 ( 2.2%)
edges 6683/256000 26732/1024000 ( 2.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 121/32768 1210/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1836/65536 3672/131072 ( 2.8%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 8/512 2816/180224 ( 1.6%)
LDR lightdata [variable] 578688/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 69094/16777216 ( 0.4%)
entdata [variable] 18250/393216 ( 4.6%)
LDR leaf ambient 1220/65536 29280/1572864 ( 1.9%)
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] 1/3676 ( 0.0%)
pakfile [variable] 262702/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 115121/4194304 ( 2.7%)
==== Total Win32 BSP file data space used: 2133689 bytes ====

Total triangle count: 4158
Writing c:\program files\steam\steamapps\pluckster\day of defeat source\dod\maps\Maginot.bsp
2 minutes, 21 seconds elapsed

JakeParlay
08-11-2006, 06:36 PM
you need to edit that blend texture's .vmt to have its %detailtype parameter point to a detail type that exists in your detail.vbsp file... I guess the quickest fix would be to open your detail.vbsp, pick a detail type, and plug it into your textures .vmt, but to have complete control over your detail sprites it takes a little bit more studying and experimenting time than that:)

Ca-Chicken-Soup
08-11-2006, 07:39 PM
Yup Jakes right. The more easy option would be to use a differnet material but that's the easy way out

pluckster
08-11-2006, 08:33 PM
thanks ill work on that because i cant even test my map until i fix it

pluckster
08-12-2006, 04:52 PM
Apparently that wasnt the problem because even though i didnt fix the material i decided another one looked better so i recomipled but the same thing happens. As soon as the server is about to begin Source either closes or crashes to the desktop and nothing bad seems to happen other than that.

Dustin Diamond
08-12-2006, 04:56 PM
"NODRAW on terrain surface! "

have you addressed that problem? I'm not sure it would cause all those other problems, but who knows.

The long list sounds like something is screwy with your detail.vbsp

pluckster
08-13-2006, 03:39 PM
From the latest of my compiles i found another error and i think im going to need to learn portals...

anyway heres the log again without the material error(i fixed that)


** Executing...
** Command: "c:\program files\steam\steamapps\pluckster\sourcesdk\bin\vbsp .exe"
** Parameters: -game "c:\program files\steam\steamapps\pluckster\day of defeat source\dod" "C:\Program Files\Steam\SteamApps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\program files\steam\steamapps\pluckster\day of defeat source\dod\materials
Loading C:\Program Files\Steam\SteamApps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.vmf
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_03_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_03_hdr*.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 (0) (128304 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 303 texinfos to 157
Reduced 34 texdatas to 26 (987 bytes to 743)
Writing C:\Program Files\Steam\SteamApps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\pluckster\sourcesdk\bin\vvis .exe"
** Parameters: -game "c:\program files\steam\steamapps\pluckster\day of defeat source\dod" -fast "C:\Program Files\Steam\SteamApps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp
reading c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.prt
578 portalclusters
1819 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)

WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 9648 visible clusters (0.00%)
Total clusters visible: 276035
Average clusters visible: 477
Building PAS...
Average clusters audible: 576
visdatasize:88516 compressed from 92480
writing c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\pluckster\sourcesdk\bin\vrad .exe"
** Parameters: -game "c:\program files\steam\steamapps\pluckster\day of defeat source\dod" -noextra "C:\Program Files\Steam\SteamApps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp
1758 faces
2 degenerate faces
519590 square feet [74820976.00 square inches]
183 displacements
162415 square feet [23387814.00 square inches]
1756 patches before subdivision
27354 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (95)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (55)
transfers 1484582, max 398
transfer lists: 11.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(13691, 13317, 9120)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(3622, 1617, 341)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(103, 72, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(42, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0275 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 341/8192 4092/98304 ( 4.2%)
brushsides 2626/65536 21008/524288 ( 4.0%)
planes 1664/65536 33280/1310720 ( 2.5%)
vertexes 3603/65536 43236/786432 ( 5.5%)
nodes 1327/65536 42464/2097152 ( 2.0%)
texinfos 157/12288 11304/884736 ( 1.3%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 183/0 32208/0 ( 0.0%)
disp_verts 14823/0 296460/0 ( 0.0%)
disp_tris 23424/0 46848/0 ( 0.0%)
disp_lmsamples 398024/0 398024/0 ( 0.0%)
faces 1758/65536 98448/3670016 ( 2.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1089/65536 60984/3670016 ( 1.7%)
leaves 1337/65536 42784/2097152 ( 2.0%)
leaffaces 1737/65536 3474/131072 ( 2.7%)
leafbrushes 825/65536 1650/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 12400/512000 49600/2048000 ( 2.4%)
edges 7324/256000 29296/1024000 ( 2.9%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 126/32768 1260/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1887/65536 3774/131072 ( 2.9%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 8/512 2816/180224 ( 1.6%)
LDR lightdata [variable] 679324/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 88516/16777216 ( 0.5%)
entdata [variable] 19388/393216 ( 4.9%)
LDR leaf ambient 1337/65536 32088/1572864 ( 2.0%)
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] 1/629540 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/4650 ( 0.0%)
pakfile [variable] 262372/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 128304/4194304 ( 3.1%)
==== Total Win32 BSP file data space used: 2434494 bytes ====

Total triangle count: 4535
Writing c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp
2 minutes, 49 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp" "c:\program files\steam\steamapps\pluckster\day of defeat source\dod\maps\Maginot.bsp"

if im right about the portals would anyone mind pointing me in the direction of a good tutorial about portals

Dustin Diamond
08-13-2006, 03:46 PM
Oh that warning means there is a wacky bsp division somewhere. It's really difficult to find. You'll probably have to use the cordon tools to track its general location. I had 3 of those in my map, but as i changed some geometry, 2 went away. Many times, if you can find the offending brush, just remaking it does the trick. Try looking through your map with glview. Otherwise, if there arent any places where your FPS go nuts for no reason, then dont worry about finding them for now.

pluckster
08-13-2006, 08:10 PM
the only problem is i think they my be causing DoD to crash when it tries to launch the map. ill see if i can find them in glview. wait, i forget how to use glview. anyway ill find it and fix it up

EDIT:

*cries* my map hates me

i really would like it if i could get some one else to look at it and tell me what im doing wrong, what to change or just fix it. If you did i would make a shrine to you in my map.

just tell me what you need and ill let you take a look at it.

fcm420
08-15-2006, 12:42 PM
Ok well, from what I gather, you have a couple issues to sort out


the portals error, is due to an invalid brush or brushes. could be bad vertex manipulation/placement. or invalid face orientation ( concave vs. convex angles in your brushes ).

best way to resolve this is select various portions of your map and remove the other stuff, combile see if error goes away, and gradually you will find the part of your map that contains the bad brush.


The other issue, nodraw on displacement brush, this will cause detail errors when attempting to apply a style for sprite placement on the blend materials.

So find the brush(es) you've made into displacement brushes and remove the nodraw mats from the displaced brush sides.

this could and should remove the other long string of style errors.

at least in my experience.

pluckster
08-15-2006, 01:04 PM
thanks i did manage to findwhere my portals error was and so i made the offending piece func_detail.

Furyo
08-15-2006, 02:48 PM
For the record, that portal error won't make your game crash. I've had a lot in Dijon, and the final release still has over 10 of those, which I perfectly know where they are, but I found that some were created by func_detail brushes....go figure. Bottom line I didn't bother, because the only way to find them is to cordon compile your map and find them one by one that way. It takes time, and it's useless when your map is well optimized, because the possible gain in FPS won't ever be noticed

Of course, that's if your brush work is of a certain quality. Overlapping brushes left and right won't ever produce miracles....

In dod_rive, seen as I wanted to have buildings that wouldn't necessarily be snapped on the grid (because no real village is made of 90% angles), I already have 20 of those. I'll make a pass to try and sort out some. But at the end I'm not really going to be concerned. The big FPS drops aren't in those errors, they're in what's rendered at any one time.

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.