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
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.
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.