Welcome to PlagueFest.com! Log in or Sign up to interact with the Plague Fest community.
  1. Welcome Guest! to interact with the community and gain access to all the site's features.

zm_wtfhax_v6d

Discussion in Mapping Discussion started by GiGaBiTe, Feb 12, 2011

  1. Mar 26, 2009
    Posts
    A new version of my map is ready after about 3 weeks of work off and on.

    Download:
    http://www.mediafire.com/?h4xq6apzzxdyvv9

    Changelog:

    - Compiled HDR lighting (there are a few minor bugs with cubemaps and one set of decals, but they're mostly unnoticeable.)
    - Changed the grass texture outside to something not so dark.
    - Added grinders to the pit to make sure anything that goes down there stays dead (or undead?)
    - Added trigger_push to protect grinders from getting stuck on props that may fall in pit.
    - Changed pond water texture.
    - Fixed displacement bug in the pond that caused weird black shadows.
    - Added cage to the top of the crates in the back of the building to make it more useful (no more roof stabbing zombies.)
    - Fixed mirror material in mirror room so it works again and doesn't show that "50% Reflectivity" white texture instead.
    - Fixed annoying SNAFU when large amounts of players try to open doors in the map at the same time, leading to constantly getting doors slammed in face / stuck.
    - Fixed most lightmap bugs on non-solid walls so they don't have an ugly black outline that gives their position away.
    - Reduced health of breakable walls so they don't take so long to break.
    - Added exit button to one secret area so you're not permanently stuck inside it once you're in.
    - Removed woefully underused room in alternate entrance hallway and replaced with two bathrooms, complete with flushing toilets and one vanity mirror (there would be one in both bathrooms, but due to PVS limitations, not possible.)
    - Replaced ugly florescent glass and wood covers with better looking refractive light diffusers like used on real office lights.

    Compile Log:
    Code:
    Valve Software - vbsp.exe (Jul  7 2010)
    4 threads
    Loading d:\valve\mapsrc\cstrike\zm_wtfhax_v6d.vmf
    fixing up env_cubemap materials on brush sides...
    env_cubemap pointing at deleted brushside near (320, 1696, 176)
    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 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 188 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing d:\valve\mapsrc\cstrike\zm_wtfhax_v6d.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_07*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_07*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (720127 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 1884 texinfos to 1062
    Reduced 307 texdatas to 233 (13087 bytes to 10056)
    Writing d:\valve\mapsrc\cstrike\zm_wtfhax_v6d.bsp
    11 seconds elapsed
    
    ** Executing...
    ** Command: "d:\valve\steam\steamapps\zyxwvu\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -low -game "d:\valve\steam\steamapps\zyxwvu\counter-strike source\cstrike" "d:\valve\mapsrc\cstrike\zm_wtfhax_v6d"
    
    Valve Software - vvis.exe (Jul  7 2010)
    4 threads
    reading d:\valve\mapsrc\cstrike\zm_wtfhax_v6d.bsp
    reading d:\valve\mapsrc\cstrike\zm_wtfhax_v6d.prt
    664 portalclusters
    1352 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (1)
    Optimized: 133 visible clusters (0.00%)
    Total clusters visible: 47685
    Average clusters visible: 71
    Building PAS...
    Average clusters audible: 250
    visdatasize:72629  compressed from 116864
    writing d:\valve\mapsrc\cstrike\zm_wtfhax_v6d.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "d:\valve\steam\steamapps\zyxwvu\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -low -both -final -game "d:\valve\steam\steamapps\xyzwvu\counter-strike source\cstrike" "d:\valve\mapsrc\cstrike\zm_wtfhax_v6d"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
    Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [1 texlights parsed from 'lights.rad']
    
    Loading d:\valve\mapsrc\cstrike\zm_wtfhax_v6d.bsp
    Setting up ray-trace acceleration structure... Done (2.24 seconds)
    6732 faces
    808145 square feet [116372968.00 square inches]
    10 Displacements
    22417 Square Feet [3228061.25 Square Inches]
    6732 patches before subdivision
    80752 patches after subdivision
    sun extent from map=0.087156
    232 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (67)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)
    transfers 5977843, max 477
    transfer lists:  45.6 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(206432, 183470, 138762)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(32416, 29823, 23843)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(5771, 5290, 4047)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(1175, 1093, 795)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(251, 229, 154)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(57, 51, 32)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(13, 12, 7)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(3, 3, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0250 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 518/1024        24864/49152    (50.6%) 
    brushes               1870/8192        22440/98304    (22.8%) 
    brushsides           12681/65536      101448/524288   (19.3%) 
    planes                5886/65536      117720/1310720  ( 9.0%) 
    vertexes             11739/65536      140868/786432   (17.9%) 
    nodes                 5594/65536      179008/2097152  ( 8.5%) 
    texinfos              1062/12288       76464/884736   ( 8.6%) 
    texdata                233/2048         7456/65536    (11.4%) 
    dispinfos               10/0            1760/0        ( 0.0%) 
    disp_verts             810/0           16200/0        ( 0.0%) 
    disp_tris             1280/0            2560/0        ( 0.0%) 
    disp_lmsamples       34896/0           34896/0        ( 0.0%) 
    faces                 6732/65536      376992/3670016  (10.3%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             5117/65536      286552/3670016  ( 7.8%) 
    leaves                6113/65536      195616/2097152  ( 9.3%) 
    leaffaces             7565/65536       15130/131072   (11.5%) 
    leafbrushes           3320/65536        6640/131072   ( 5.1%) 
    areas                   11/256            88/2048     ( 4.3%) 
    surfedges            50920/512000     203680/2048000  ( 9.9%) 
    edges                30683/256000     122732/1024000  (12.0%) 
    LDR worldlights        232/8192        20416/720896   ( 2.8%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            8/32768          96/393216   ( 0.0%) 
    waterstrips            401/32768        4010/327680   ( 1.2%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          6573/65536       13146/131072   (10.0%) 
    cubemapsamples          84/1024         1344/16384    ( 8.2%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     3690688/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       72629/16777216 ( 0.4%) 
    entdata               [variable]      489321/393216   (124.4%) VERY FULL!
    LDR ambient table     6113/65536       24452/262144   ( 9.3%) 
    HDR ambient table     6113/65536       24452/262144   ( 9.3%) 
    LDR leaf ambient     20779/65536      581812/1835008  (31.7%) 
    HDR leaf ambient      6113/65536      171164/1835008  ( 9.3%) 
    occluders                0/0               0/0        ( 0.0%) 
    occluder polygons        0/0               0/0        ( 0.0%) 
    occluder vert ind        0/0               0/0        ( 0.0%) 
    detail props          [variable]           1/12       ( 8.3%) 
    static props          [variable]           1/38894    ( 0.0%) 
    pakfile               [variable]     7438868/0        ( 0.0%) 
    physics               [variable]      720127/4194304  (17.2%) 
    physics terrain       [variable]        2240/1048576  ( 0.2%) 
    
    Level flags = 0
    
    Total triangle count: 16928
    Writing d:\valve\mapsrc\cstrike\zm_wtfhax_v6d.bsp
    1 minute, 33 seconds elapsed
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
    Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [1 texlights parsed from 'lights.rad']
    
    Loading d:\valve\mapsrc\cstrike\zm_wtfhax_v6d.bsp
    Setting up ray-trace acceleration structure... Done (2.25 seconds)
    6732 faces
    808145 square feet [116372968.00 square inches]
    10 Displacements
    22417 Square Feet [3228061.25 Square Inches]
    6732 patches before subdivision
    80752 patches after subdivision
    sun extent from map=0.087156
    232 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (69)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)
    transfers 5977843, max 477
    transfer lists:  45.6 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(206432, 183470, 138762)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(32416, 29823, 23843)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(5771, 5290, 4047)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(1175, 1093, 795)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(251, 229, 154)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(57, 51, 32)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(13, 12, 7)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(3, 3, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0261 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 518/1024        24864/49152    (50.6%) 
    brushes               1870/8192        22440/98304    (22.8%) 
    brushsides           12681/65536      101448/524288   (19.3%) 
    planes                5886/65536      117720/1310720  ( 9.0%) 
    vertexes             11739/65536      140868/786432   (17.9%) 
    nodes                 5594/65536      179008/2097152  ( 8.5%) 
    texinfos              1062/12288       76464/884736   ( 8.6%) 
    texdata                233/2048         7456/65536    (11.4%) 
    dispinfos               10/0            1760/0        ( 0.0%) 
    disp_verts             810/0           16200/0        ( 0.0%) 
    disp_tris             1280/0            2560/0        ( 0.0%) 
    disp_lmsamples       34896/0           34896/0        ( 0.0%) 
    faces                 6732/65536      376992/3670016  (10.3%) 
    hdr faces             6732/65536      376992/3670016  (10.3%) 
    origfaces             5117/65536      286552/3670016  ( 7.8%) 
    leaves                6113/65536      195616/2097152  ( 9.3%) 
    leaffaces             7565/65536       15130/131072   (11.5%) 
    leafbrushes           3320/65536        6640/131072   ( 5.1%) 
    areas                   11/256            88/2048     ( 4.3%) 
    surfedges            50920/512000     203680/2048000  ( 9.9%) 
    edges                30683/256000     122732/1024000  (12.0%) 
    LDR worldlights        232/8192        20416/720896   ( 2.8%) 
    HDR worldlights        232/8192        20416/720896   ( 2.8%) 
    leafwaterdata            8/32768          96/393216   ( 0.0%) 
    waterstrips            401/32768        4010/327680   ( 1.2%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          6573/65536       13146/131072   (10.0%) 
    cubemapsamples          84/1024         1344/16384    ( 8.2%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     3690688/0        ( 0.0%) 
    HDR lightdata         [variable]     3690688/0        ( 0.0%) 
    visdata               [variable]       72629/16777216 ( 0.4%) 
    entdata               [variable]      489321/393216   (124.4%) VERY FULL!
    LDR ambient table     6113/65536       24452/262144   ( 9.3%) 
    HDR ambient table     6113/65536       24452/262144   ( 9.3%) 
    LDR leaf ambient     20779/65536      581812/1835008  (31.7%) 
    HDR leaf ambient     20779/65536      581812/1835008  (31.7%) 
    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]           1/38894    ( 0.0%) 
    pakfile               [variable]     7438868/0        ( 0.0%) 
    physics               [variable]      720127/4194304  (17.2%) 
    physics terrain       [variable]        2240/1048576  ( 0.2%) 
    
    Level flags = 0
    
    Total triangle count: 16928
    Writing d:\valve\mapsrc\cstrike\zm_wtfhax_v6d.bsp
    1 minute, 35 seconds elapsed
  2. Nov 14, 2010
    Posts
    Very good job Giga. You're a miracle worker!
  3. Apr 9, 2007
    Posts

    entdata [variable] 489321/393216 (124.4%) VERY FULL!

    Isn't this typically cause for alarm? lol D:
  4. Nov 14, 2010
    Posts
    Ya, I noticed that too. Exclamation marks after all caps in a log aren't usually a good thing, unless it says "SUCCESS!!!" in a Dexter, from Dexter's Laboratory, Voice.
  5. Mar 26, 2009
    Posts
    Not particularly. I've seen maps with over 500% entdata and they ran fine.

    Entdata is more or less all of the keys, keyvalues and I/O data of all entities in the level. There's a soft limit on the amount of memory entdata can use, but it won't harm anything by going over it. There may be a limit to which entdata will cause problems, but it's well over 500% and I've never heard of any problems associated with it in my 6+ years of source mapping

    Other things like models aren't forgiving of going over though. If you have more than 1024 models in the level (models are brush based entities like triggers, brush doors, trains, breakables, etc.) the map won't compile. The reason the model count is so high is because the box room chews up 320 breakable models, it'd otherwise be much lower.
  6. Nov 14, 2010
    Posts
    Alrighty then, I won't question your skill & knowledge. Can't wait to see it, in it's glory!
  7. Aug 18, 2006
    Posts
    Putting the map on the servers now.
  8. Oct 10, 2010
    Posts
    nice ...
    you ignore me now pretty fine

    i posted in your profile 3 days ago

    no answer yet
  9. Sep 5, 2010
    Posts
    nice work dude, looks good
  10. Mar 26, 2009
    Posts
    I was supposed to say something? I'm not required to respond to people I despise.
  11. Feb 1, 2011
    Posts
    Nice one Giga! Can't wait to play it man