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  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin-NerdIII+Jun 6 2004, 06:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Jun 6 2004, 06:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One variable on the stack can't cause this, because if you REMOVED one variable the time should go down to -2,5 hours according to your theory, right? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
    Even if a memory operand instead of CPU registers only has to be used can the time go up like that?!? I mean FOUR TIMES, hey that's enormeous. Better run a DIFF on both versions of the code to go sure...
    And I'm really sorry for you XP-Cagey, seems like you have a lot of work for the next weeks :/ . I don't even get my own 'does this cube intersect with that polygon' code to work. Don't want to know how complex the mapping tools are! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If the additional block of memory happened to cause the memory access pattern to match up poorly with the page size and replacement policy, then you could get that kind of slow down in the form of page misses. Not very likely though.

    Good luck with the bug fixing XP-Cagey. I don't think I'd be out of line speaking for everyone to say that we all really appreciate it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <span style='font-size:8pt;line-height:100%'>(take a look at that clipping algorithm idea I sent when you get a chance)</span>
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    I just switched from p13 to p15, and my HLRAD time also went up pretty dramatically. Just now I did a test: I compiled a section of my map once using the entire suite of p15 tools, saved that log, and then swapped in the old p13 HLRAD (leaving the other p15 tools in place) and compiled the same map with the same settings. Below is a comparison of the timing information from each run; HLRAD is the only one that should be different, the others are included to get a sense for overall fluctuation (i.e. other system processes that might have slowed it down, etc).

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>all p15 tools</b>

    hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    -----  BEGIN  hlcsg -----
    CreateBrush: (4.74 seconds)
    SetModelCenters: (0.00 seconds)
    CSGBrush: (3.87 seconds)
    9.38 seconds elapsed
    -----  END  hlcsg -----

    hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    -----  BEGIN  hlbsp -----
    SolidBSP [hull 0] 500...1000...1500...2000...2500...2672 (2.98 seconds)
    SolidBSP [hull 1] 500...1000...1500...2000...2240 (1.60 seconds)
    SolidBSP [hull 2] 500...1000...1500...1627 (0.87 seconds)
    SolidBSP [hull 3] 500...1000...1500...2000...2500...2897 (9.14 seconds)
    18.98 seconds elapsed
    -----  END  hlbsp -----

    hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    -----  BEGIN  hlvis -----
    BasePortalVis: (19.21 seconds)
    19.39 seconds elapsed
    -----  END  hlvis -----

    hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    -----  BEGIN  hlrad -----
    BuildFacelights: (4432.01 seconds)
    BuildVisLeafs: (2922.71 seconds)
    MakeScales: (35.19 seconds)
    SwapTransfers: (9.62 seconds)
    GatherLight: (2.06 seconds)
    FinalLightFace: (2.30 seconds)
    -----  END  hlrad -----
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Now compare to the old p13 HLRAD:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>p15 tools with p13 HLRAD</b>

    hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    -----  BEGIN  hlcsg -----
    CreateBrush: (4.79 seconds)
    SetModelCenters: (0.01 seconds)
    CSGBrush: (3.78 seconds)
    9.31 seconds elapsed
    -----  END  hlcsg -----

    hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    -----  BEGIN  hlbsp -----
    SolidBSP [hull 0] 500...1000...1500...2000...2500...2672 (2.91 seconds)
    SolidBSP [hull 1] 500...1000...1500...2000...2240 (1.58 seconds)
    SolidBSP [hull 2] 500...1000...1500...1627 (0.83 seconds)
    SolidBSP [hull 3] 500...1000...1500...2000...2500...2897 (8.75 seconds)
    18.34 seconds elapsed
    -----  END  hlbsp -----

    hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    -----  BEGIN  hlvis -----
    BasePortalVis: (18.05 seconds)
    18.22 seconds elapsed
    -----  END  hlvis -----

    hlrad v2.5.3 rel Custom Build 1.7p13 (Feb  3 2004)
    -----  BEGIN  hlrad -----
    BuildFacelights: (3582.25 seconds)
    BuildVisLeafs: (325.49 seconds)
    MakeScales: (37.01 seconds)
    SwapTransfers: (10.33 seconds)
    GatherLight: (2.21 seconds)
    FinalLightFace: (2.41 seconds)
    3960.29 seconds elapsed [1h 6m 0s]
    -----  END  hlrad -----
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    You'll notice that the running times for the first three tools are pretty comparable - some minor differences, owing to whatever else I was doing on my machine while the compiler was running. HLRAD shows a noticable difference, however; while the overall difference in running time is only a factor of 2 (which is still troublesome), the BuildVisLeafs phase shows a whopping factor of 9 increase between p13 and p15.

    I should note that this section of my map currently has a Leaf Portals Saw Info Leaf error, which I am still tracking down - when I do, I'll see how this affects both the overall HLVIS running time and the p13-p15 comparision. If my findings are of any interest, I'll post them here.
  • hulluhullu Join Date: 2002-11-02 Member: 5289Members
    edited June 2004
    Error in documents:

    <u><b>-customshadowwithbounce</b></u>
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    Enable custom shadows for bounced light.

    By default, the zhlt_customshadow flag does not affect bounced light. Using this switch will enable custom shadows for bounced light, however:

    Using this with the vismatix (normal) and -sparse settings in hlrad cause significant slowdowns; it is recommended that you also use -nomatrix with this option.
    This will only work with greyscale custom shadows.
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    My patch (since 1.7p13) fix:
    - Fixes slowdown with vismatrix (normal) and -sparse settings.
    - Made custom shadows work with colors too (with "-rgbtransfers").
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-hullu+Jun 13 2004, 03:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hullu @ Jun 13 2004, 03:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Error in documents:

    <u><b>-customshadowwithbounce</b></u>
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    Enable custom shadows for bounced light.

    By default, the zhlt_customshadow flag does not affect bounced light. Using this switch will enable custom shadows for bounced light, however:

    Using this with the vismatix (normal) and -sparse settings in hlrad cause significant slowdowns; it is recommended that you also use -nomatrix with this option.
    This will only work with greyscale custom shadows.
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    My patch (since 1.7p13) fix:
    - Fixes slowdown with vismatrix (normal) and -sparse settings.
    - Made custom shadows work with colors too (with "-rgbtransfers"). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's probably copied directly over from older docs. I'll update it to reflect your changes for p16.
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    i seam to have stumbled on severely small to medium bugs in just one map.
    here they are in order of severity.

    1. when using -sky on rad opaque entity's not in direct line of sight with the sky (in
    doors) will cast horribly harsh shadows where they shouldn't even be casting shadows as they aren't lit by the sky.

    2. i have a slope leading to a higher plane i covered every non visible face in bevel and used the normalized clip mode this resulted in a hole just where the slope ends, i expect that is caused by the brush being expanded directly instead of relevant to the angel of the gets. (badly formulated i know :/ i will have a drawing up for you in a hurry)

    3. seams hlrad is reading the .rad files twice and there for gives a warning for every texlight

    by the way i am also hit by the terrible slow downs of hlrad p15
    tho all in all i am very happy with all the changes you have made to the tools

    for all that are using Nemesis batch compiler i made a spec file that has all the fetters of zhlt253c17p15 including some other tools
    you can get it here <a href='http://cubed.dk/nobody/stuff/Full_Spec.zip' target='_blank'>http://cubed.dk/nobody/stuff/Full_Spec.zip</a>
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited June 2004
    <!--QuoteBegin-AJenbo+Jun 14 2004, 05:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AJenbo @ Jun 14 2004, 05:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i seam to have stumbled on severely small to medium bugs in just one map.
    here they are in order of severity.

    1. when using -sky on rad opaque entity's not in direct line of sight with the sky (in
    doors) will cast horribly harsh shadows where they shouldn't even be casting shadows as they aren't lit by the sky.

    2. i have a slope leading to a higher plane i covered every non visible face in bevel and used the normalized clip mode this resulted in a hole just where the slope ends, i expect that is caused by the brush being expanded directly instead of relevant to the angel of the gets. (badly formulated i know :/ i will have a drawing up for you in a hurry)

    3. seams hlrad is reading the .rad files twice and there for gives a warning for every texlight

    by the way i am also hit by the terrible slow downs of hlrad p15
    tho all in all i am very happy with all the changes you have made to the tools

    for all that are using Nemesis batch compiler i made a spec file that has all the fetters of zhlt253c17p15 including some other tools
    you can get it here <a href='http://cubed.dk/nobody/stuff/Full_Spec.zip' target='_blank'>http://cubed.dk/nobody/stuff/Full_Spec.zip</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    1. Shadows are never made by substracting light, so in order to cast a shadow an entity must block the path from a light source to a wall. Any light will now be blocked by an opaque entity regardless of type -- that's what the opaque fix for p15 was about. If the shadows weren't there in p13 or earlier, it's probably because of the bug where some light types were ignored by opaque entities. If you want lighter shadows, the tools allow colored shadows (including greyscale shadows) because of Hullu's work.

    2. Known issue, and the single biggest bug in the tools at this point IMO. Try increasing -maxnodesize as a workaround--sometimes it works, sometimes it doesn't.

    3. This is a feature, not a bug <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. A rad file with the same name and directory as the map file will automatically be loaded. If you're telling it to load the file using the command line, it loads the file a second time. Just drop the command line load request and it'll load once. The command line rad file option is for when you want to use a rad file that has a name other than the name of your map.

    Thanks for updating the spec file <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.

    I've already written a faster check for each opaque face that should partially speed up HLRAD; the only way I'll get good performance out of the routine now that it's doing what it was originally meant to do will be to use an OctTree or R-Tree to store the faces so that every light ray isn't compared with every face (ZHLT has always been 99% brute force...). There are a few optimizations I can make that will positively impact performance in the meantime.
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    edited June 2004
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    edited June 2004
    1. i have good under standing on how lighting works i even read the source once (zhlt253c15),
    i am shure this is not som thing that is suposed to happen, the shadows are cast in a arya wher ther is a light shining directly on and the arya becomes pitch black. will every thing around is nicly lit and ther is no other harsh shadows then the ones from the opaqe entitys inside in all of the map i will post some ss of it to morow so you can se what i am talking about,

    2. thort so, do you want the map for testeing.

    3. do i forgot about that <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo--> i feel stupd now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    i tryed compiling the map with -nomatrix and now it seams that its makeRGBscales that is the whold up.


    heres the insane command lines i am using
    hlcsg.exe -wadautodetect -cliptype normalized
    hlbsp.exe (going to try out som max_note_size ones this ones finished)
    hlvis.exe -full
    hlrad.exe -extra -notexscale -customshadowwithbounce -rgbtransfers -bounce 9 -smooth 80 -chop 32 -dscale 1 -nomatrix -falloff 2

    so fare hlrad has taken 20:02 cpu houres zzzz (1.4ghz amd t-bird) and its 43% threw makeRGBscales

    and hers a quick print out from the cmd
    2661 faces
    Create Patches : 49828 base patches
    739 opaque faces
    234667 square feet
    281 direct lights

    edit:
    with spars it took 26:30 (real time not cpu but i tryd to load as little as posible even shut down explore <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)

    edit2:
    just hade a terable experiance wher i aksidentaly trigered a noter compiling while the other one was at worke, i tryed compiling the map to the sam state as where hlrad saw it at the bigining but i am not shure if this will result in a cataclismic crash when the rad finaly gets done, could you make the tools lock all the files that is needet un til its done or dose it hold the files internaly until it is done.....
  • hulluhullu Join Date: 2002-11-02 Member: 5289Members
    edited June 2004
    hm.. cannot remove post o_O
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    edited June 2004
    i found out that it wasn't the -sky tag but i am still having problems
    i mad a test map to confirm its not something ugly map error
    this scene is a hollow cube room with a box in it and one light

    <a href='http://cubed.dk/nobody/stuff/shadows.jpg' target='_blank'>http://cubed.dk/nobody/stuff/shadows.jpg</a>
    <a href='http://cubed.dk/nobody/stuff/shadowsok.jpg' target='_blank'>http://cubed.dk/nobody/stuff/shadowsok.jpg</a>

    this is all thats in the light
    "classname" "light"
    "_light" "255 255 255 200"
    "_fade" "1.0"
    "origin" "959.8 272 228"

    in the first image the box is a func_wall with opaque set
    "classname" "func_wall"
    "renderamt" "255"
    "rendercolor" "0 0 0"
    "zhlt_lightflags" "2"


    its casting a shadow on the fare wall and the shadow from and on it is messed up.

    and the second its just a world brush, i looks perfect.
    in both shots i used no commands on hlrad

    the shadow on the fare wall seams to come from about the cross point of thees tow vector [864, 160, 64||-293, -79, -6] [40, 168, 1208||-31, 105, 539] if that helps (the are a bit imprecise so they might not actually cross but get very close to on and other)

    thees seams to be a difference to brushes with line of sight to they sky but i haven't had time to test it out properly yet

    ps. rad with nomatrix took me 50 hours

    edit:
    i just realised that the cross point is 0, 0, 0
    i found a fix for the strange shadows...... yep you guessed it using the hlrad from p13 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> i even tryed reinstalling p15 and switching almost all settings rad has the **** shadow presisted threw out every setting of p15.

    dye evil buggs <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    Okay something very strange is going on with the p15 entity shadows.
    Seems the shadows are almost bouncing or something.
    I love the new stuff in p14 and p15 - great work XP-cagey.

    These shadows are really getting stupid. Its been stuffing up the tools in one way or another since it was added in ZHLT. Argh.

    Oh and thanks to whichever (XP-Cagey?) admin fixed my triple(!) post.
    Thats dial-up and browsers timing out for ya!
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    I'm still working out how to fix the entity shadows -- I'm currently checking out the code that transforms entities into individual faces to make sure they are transformed correctly (rotation and translation). The issue may be faces that are being incorrectly translated, vismatrix code that is feeding the wrong ray information into the occlusion check, or both.

    I'm also working on speeding up HLRAD again.

    Proper preprocessed entity shadowing would use a temporary extra copy of the BSP that had the entities included as part of the world hull; after the temporary hull was lit the information would be copied onto the actual vis hull. This approach would remove all distinctions between entities and the world so you'd be guaranteed that shadows would look the same. It also has the potential to be much faster than the hack that's currently being used (even with translucent objects), but it's a major chunk of code to write.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    You are our god <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    i dont kno if anyone has said this, but skyfix doesnt seem to work anymore

    skyfix means i only need one light_env (right??)

    in the old compile tools it was fine, and all skyboxes cast there own light, but in the lastest it doesnt seem to

    both area im having trouble with have a func_wall set to texture fxamount 30 no opaque flags or anything have been set

    any idea on whats causing it?
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i got a rad error with p15, is this part of to many styles?

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlcsg -----
    Command line: "D:\Program Files\Half-Life Tool Pack\Applications\Valve Hammer Editor\hlcsg.exe"-wadinclude sc_avp.wad -cliptype precise -estimate "C:\Documents and Settings\amckern\My Documents\maps\sc\sc_avp9.map"
    Entering C:\Documents and Settings\amckern\My Documents\maps\sc\sc_avp9.map

    Current hlcsg Settings
    Name                 |  Setting  |  Default
    ---------------------|-----------|-------------------------
    threads               [       1 ] [  Varies ]
    verbose               [     off ] [     off ]
    log                   [      on ] [      on ]
    developer             [       0 ] [       0 ]
    chart                 [     off ] [     off ]
    estimate              [      on ] [     off ]
    max texture memory    [ 4194304 ] [ 4194304 ]
    max lighting memory   [ 6291456 ] [ 6291456 ]
    priority              [  Normal ] [  Normal ]

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

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

    43 brushes (totalling 258 sides) discarded from clipping hulls
    CreateBrush:
    (26.24 seconds)
    SetModelCenters:
    (0.01 seconds)
    CSGBrush:
    (9.18 seconds)

    Using Wadfile: \sierra\half-life\valve\halflife.wad
    - Contains 98 used textures, 63.23 percent of map (3116 textures in wad)
    Including Wadfile: \sierra\half-life\valve\sc_avp.wad
    - Warning: Larger than expected texture (327212 bytes): '+0~SCI_GUN'
    - Warning: Larger than expected texture (327212 bytes): '+1~SCI_GUN'
    - Warning: Larger than expected texture (348972 bytes): 'BETON79_'
    - Warning: Larger than expected texture (348972 bytes): 'BRICK49'
    - Warning: Larger than expected texture (348972 bytes): 'BRICK58_512X512'
    - Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
    - Warning: Larger than expected texture (348972 bytes): 'WOOD22'
    - Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
    - Contains 57 used textures, 36.77 percent of map (298 textures in wad)

    added 31 additional animating textures.
    Texture usage is at 3.74 mb (of 4.00 mb MAX)
    36.79 seconds elapsed

    -----   END   hlcsg -----



    hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlbsp -----
    Command line: "D:\Program Files\Half-Life Tool Pack\Applications\Valve Hammer Editor\hlbsp.exe"-estimate "C:\Documents and Settings\amckern\My Documents\maps\sc\sc_avp9.map"

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

    noclip              [     off ] [     off ]
    nofill              [     off ] [     off ]
    noopt               [     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 8192)


    SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...4548 (1.56 seconds)
    BSP generation successful, writing portal file 'C:\Documents and Settings\amckern\My Documents\maps\sc\sc_avp9.prt'
    SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4247 (0.74 seconds)
    SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3458 (0.58 seconds)
    SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4847 (0.92 seconds)
    17.76 seconds elapsed

    -----   END   hlbsp -----



    hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlvis -----
    Command line: "D:\Program Files\Half-Life Tool Pack\Applications\Valve Hammer Editor\hlvis.exe"-full -estimate "C:\Documents and Settings\amckern\My Documents\maps\sc\sc_avp9.map"
    1950 portalleafs
    5493 numportals

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

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


    BasePortalVis:
    (36.33 seconds)
    LeafThread:
    (177.20 seconds)
    average leafs visible: 123
    g_visdatasize:83020  compressed from 475800
    214.22 seconds elapsed [3m 34s]

    -----   END   hlvis -----



    hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlrad -----
    Command line: "D:\Program Files\Half-Life Tool Pack\Applications\Valve Hammer Editor\hlrad.exe"-extra -incremental -estimate "C:\Documents and Settings\amckern\My Documents\maps\sc\sc_avp9.map"

    -= Current hlrad Settings =-
    Name                | Setting             | Default
    --------------------|---------------------|-------------------------
    threads              [                 1 ] [            Varies ]
    verbose              [               off ] [               off ]
    log                  [                on ] [                on ]
    developer            [                 0 ] [                 0 ]
    chart                [               off ] [               off ]
    estimate             [                on ] [               off ]
    max texture memory   [           4194304 ] [           4194304 ]
    max lighting memory  [           6291456 ] [           6291456 ]
    priority             [            Normal ] [            Normal ]

    vismatrix algorithm  [          Original ] [          Original ]
    oversampling (-extra)[                on ] [               off ]
    bounces              [                 1 ] [                 1 ]
    bounce dynamic light [                on ] [                on ]
    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          [                on ] [               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 ]


    [Reading texlights from 'D:\Program Files\Half-Life Tool Pack\Applications\Valve Hammer Editor\lights.rad']
    [54 texlights parsed from 'D:\Program Files\Half-Life Tool Pack\Applications\Valve Hammer Editor\lights.rad']

    8150 faces
    Create Patches : 41194 base patches
    0 opaque faces
    337960 square feet [48666352.00 square inches]
    2529 direct lights

    BuildFacelights:
    (661.30 seconds)
    Warning: Failed to open transfers file [C:\Documents and Settings\amckern\My Documents\maps\sc\sc_avp9.inc]

    visibility matrix   : 101.2 megs
    BuildVisLeafs:
    (209.58 seconds)
    MakeScales:
    (285.49 seconds)
    SwapTransfers:
    FindTransferOffsetPatchnum returned -1 looking for patch 29998 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 29999 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30000 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30001 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30015 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30016 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30017 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30018 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30019 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30020 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30021 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30022 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30023 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30072 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30073 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30074 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30075 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30076 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30077 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30078 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30079 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30080 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30081 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30082 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30083 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30084 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30085 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30086 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30087 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30088 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30089 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30090 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30091 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30092 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30093 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30094 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30095 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30096 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30097 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30098 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30099 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30100 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30101 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30102 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30103 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30104 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30105 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30106 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30107 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30108 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30109 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30110 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30111 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30112 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30113 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30114 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30115 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30121 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30122 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30123 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30124 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30126 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30128 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30130 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30131 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30133 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30134 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30135 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30136 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30137 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30138 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30139 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30140 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30170 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30171 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30172 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30173 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30174 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30175 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30176 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30177 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30211 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 30212 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38213 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38214 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38215 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38216 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38217 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38218 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38219 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38220 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38221 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38222 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38223 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38224 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38225 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38226 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38227 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38228 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38281 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38282 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38283 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38284 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38285 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38286 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38287 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38288 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38290 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38291 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38292 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38294 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38295 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38296 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38333 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38334 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38335 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38336 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38337 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38338 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38339 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38340 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38341 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38342 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38343 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38344 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38345 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38346 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38347 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38348 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38349 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38350 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38351 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38352 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38369 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38370 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38371 in patch 11955's transfer lists
    FindTransferOffsetPatchnum returned -1 looking for patch 38372 in patch 11955's transfer lists
    (29.47 seconds)
    Writing transfers file [C:\Documents and Settings\amckern\My Documents\maps\sc\sc_avp9.inc]
    Transfer Lists :    28081384 :   28.08M transfers
          Indices :    15869664 :   15.13M bytes
             Data :   112325536 :  107.12M bytes
    GatherLight:
    Warning: Too many light styles on a face(-1232.000000,992.000000,1024.010010)
    (7.32 seconds)
    FinalLightFace:
    (3.40 seconds)
    1228.38 seconds elapsed [20m 28s]

    -----   END   hlrad -----



    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    amckern
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    @XP-Cagey
    sounds like a really good and solid solution.
    live long and prosperous.

    @Kester
    if you have the -noskyfix parameter in rad you will need multiple light_enviroment, you didn't do that right....
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    @amckern
    did you try fixing the "Too many light styles on a face" and see if that made it go away?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-amckern+Jun 20 2004, 06:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Jun 20 2004, 06:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i got a rad error with p15, is this part of to many styles?
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Could be because you're using oversized textures -- check the warning in HLCSG. How large are those textures?
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    no i havent got -noskyfix on, sumetimes in compiles fine, sometimes it doesnt
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    @All

    the textures are only 512x512, so that wont matter to much

    it was part of to many stsyles, i removed one of the texture lights, and it went away, but why so much spam on patch infomation?

    @XP

    Good luck mate

    amckern
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    Cagey, not sure if this has been mentioned in this thread yet, but is there any chance of including (with permission of course) some of the functionality of FragBait0's <a href='http://www.chatbear.com/board.plm?a=viewthread&t=52,1080647136,18491&b=590&id=662559&v=flatold&s=0' target='_blank'>Entdata optimizer tool</a>? By this I mean basically performing the same type of optimization of entdata by removing entities which aren't needed, as part of the normal running of the tools rather than an opt_plns-style addon. Obviously these tools need to be non-mod-specific, so you would not want to code in anything like lists of entities for different games, but from reading that thread I linked too it seems like at least some optimizations could be achieved, I'm thinking particularly lights. One of the guys on that thread mentioned that he has some C++ code which removed uneeded light entities, so you might be able to port some of it in quite quickly.

    Reve

    ps: Cavey, sorry to be a pain <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> but you spelt my name abit wrong in the version history... it's spelt "Macfarlane". Would you mind changing it? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Reve+Jun 25 2004, 10:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reve @ Jun 25 2004, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cagey, not sure if this has been mentioned in this thread yet, but is there any chance of including (with permission of course) some of the functionality of FragBait0's <a href='http://www.chatbear.com/board.plm?a=viewthread&t=52,1080647136,18491&b=590&id=662559&v=flatold&s=0' target='_blank'>Entdata optimizer tool</a>? By this I mean basically performing the same type of optimization of entdata by removing entities which aren't needed, as part of the normal running of the tools rather than an opt_plns-style addon. Obviously these tools need to be non-mod-specific, so you would not want to code in anything like lists of entities for different games, but from reading that thread I linked too it seems like at least some optimizations could be achieved, I'm thinking particularly lights. One of the guys on that thread mentioned that he has some C++ code which removed uneeded light entities, so you might be able to port some of it in quite quickly.

    Reve

    ps: Cavey, sorry to be a pain <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> but you spelt my name abit wrong in the version history... it's spelt "Macfarlane". Would you mind changing it? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Name has been fixed for p16.

    Intregration with FragBait0's code is something the next tool coder can look into.
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    edited June 2004
    could you add in a key to deactivate the setting found in info_compile_parameters.
    allso setting a command for smoothing threshold will override the settings info_compile_parameters i think in consistency is bad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    increasing the Subdivision will almost always cause rad to report a bad surface extents, is this something that can be done any thing about?

    could you explain or refer to documentations on -softlight and the backwards-light hack in hlrad, I can't seam to find any info on it.

    why is
    maximum light reported as [ 255.000 ] [ 256.000 ] when i haven't charged it.

    could you remove the .0 from color jitter and monochromatic jitter it causes confusion (it only supports non decimal numbers) thers also a coupel of other funktions that has more 0 then they support but those are the worst in my mined.

    eidt:
    ow and i know this one is a crasy one but what about making a block vis key to entitys, it might work somthing like what you are doing to light everything the same by compying everyting temp to world, or mabe not <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    Well just to back XP-Cagey my code is Perl so you can't really "integrate" it with the compile tools too easily... You'd need to re-write it.
    The light removal should be easy enough though...I doubt that XP-Cagey really wants anymore stuff to do though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    No! Its not mod specific at all and in fact the new version (im working on it..really i am) will allow customisation between different mods by letting the user select/add/modify property lists to remove.


    rsearle ('one of the guys') posted near the start of the thread with a tool that dosen't just optimise entities - it also merges identical lightmaps and such. It sounds good to me so im not sure why he hasn't released it. Most of us wouldn't mind a drop on the lightdata value especialy some of the NS mappers here. Seems to be trouble often with lightdata. Ah here it is...
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you're interested, I have an (unreleased) tool that does the named-light-removal thing, as well as merging identical lightmaps...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    @Ajenbo: making entities block vis is veerrry bad.... although a flag for it could be useful. I wouldn't just make it happen on func_walls or whatever though because you can killtarget them and such. (you can do that to a func_wall right? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->) Then there is movewith in spirit...mm void.

    Because i had it lying around I threw the attachment on. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    If nothing else it will give some of the non-programmers here a glimpse at programming.

    Nuff said.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    I never released the tool, because I never got it working properly. It was supposed to be a complete bsp optimiser - you could specifie entities to remove by classname, targetname, whether certain spawnflags were set, etc. and then it would automatically remove any bsp models, nodes, clipnodes, planes, texinfos, etc. that were no longer needed. It would also merge identical lightmaps and vislists and remove light data for surfaces that don't need it (BLACK, NOBUILD, etc.). It works fine for most maps and reduces them in size by a few hundred kilobytes, but crashes on others and I'm not sure why. I eventually gave up on it, although if anyone wants the source they're welcome to it - just email me.

    Ideally, the compilers wouldn't have any limits, and all the optimizations would take place as it went along with maybe a final stage to make things compatible with Half-Life. Sounds like exactly the sort of thing the re-written compilers would do - if XP-Cagey's new job means he won't be able to finish them, it would be very nice to see those released (even in an unfinished form) - *hint* *hint* XP-Cagey <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    Stopping in to say hi <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    I'm going to release ZHLT p15.5 sourcecode sometime in the next two weeks -- if you <i>really can't wait</i> and have 850KB free in your inbox, email me and I'll mail back a copy of the source. I really enjoy my new job, but the last thing I want to do when I get home is work on ZHLT, so there won't be a p16 executable from me.

    ZHLT:

    I did some further bugfixing to the entity shadow code and wrote a simple optimization or two between the p15 release and starting at EALA (haven't touched any non-work-related game code since I signed the agreement)... making HLRAD fast again should be the first challenge coders should take on IMO. I'm going to ask Valve for permission to put the code on SourceForge; if they don't like that I may write a quick article on VERC and post the source there.

    New tools:

    I don't like the idea of releasing the new tools' source because there are still major components that don't even have skeletons yet (like the new lighting code, and distributed processing support), and after all the work I've done I'd *really* like to call the shots on how those features are architected...

    I strongly believe it'll work out better for everybody if there's only a single design philosophy at work on the new tools--one of the problems with open source is the way that it tends to run in every direction at once unless there's a guiding force. Even if I tried to act as a technical director for the project I'd end up spending more time on it than I would just coding the thing myself. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    I need to talk with EA HR before I reach any final decisions about the fate of the new tools... continuing work and/or releasing them while at EA activates several clauses of the contract I signed, and I need to be certain of the ramifications.
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    edited July 2004
    Hmmm seems like there's a cripple bug. The p15-tools cause all my compiled maps, to lock up hl.exe . Then I switched back to the p13-tools and it worked fine. :/
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    Cripple bug? p15? Nah.

    Unless you haven't got the DLLs right or have a weird config.... no-one else is posting here. (Maybe they are trying to kill BSODs from it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
  • StingrayNZStingrayNZ Join Date: 2004-05-30 Member: 29002Members
    I've been experimenting with the new precise clip type and I'm impressed, it makes a big difference to some areas of my map, particularily the more organic shapes near the hive. From what I understand it works on a single brush at a time, is this correct? The reason I ask is (yet another) quirk of the engine which became quite noticable in one hallyway I built.

    The hallway in question has a hump in the middle which basically consists of a large square brush with a wedge shaped brush either side of it. If you are a skulk and try to leap over the hump but aim a little low, you might expect to slide up the ramp and launch off the top (holding duck all the way through the leap to prevent sticking). What actually happens is you hit the top of the ramp and loose all forwards momentum, as if there were a vertical wall in front of you.

    This is quite a common effect and happens in alot of places in any maps that use ramps, you can even make it happen as a marine if you time a jump just as you walk over the end of the ramp. Changing the map so that one many sided brush is used for both the ramp and the horizontal surface fixes the problem and provides neat launch ramps for skulks.

    Am I correct that this is basically the same sticky corners problem but occuring between multiple brushes rather than within a single one? If so I guess the big question is, is there a solution that fixes clipping oddities between brushes or should I just carefuly craft all my ramp brushes to avoid the problem?
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    Yes I have had a similar problem to this before. Try to make all your ramps with one brush. If you have one for the ramp and another for the floor it goes up to then you can often get exactly what you describe.
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