Matt B Posted August 4, 2015 Share Posted August 4, 2015 (edited) This is and update for infirmary to address the issue where people get stuck under the map (see this post) the problem is that the mapper enclosed the entire map in one big hollowed out skybox brush. this is mainly an optimization upgrade, the map is basically 99% the same as it was before. fixes: -fixed skybox to be a proper skybox -added some hint/skip for optimizing -changed some props from static to dynamic -added a few weapons/items links: -zip attached to post -beta2 from my google drive [spoiler=Beta 2 Compile Log] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\zs_insurance_v2.vmf" Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\zs_insurance_v2.vmf Can't find surfaceprop panel for material METAL/PRODVENTA, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/zs_insurance_v2/de_train/blendgraveldirt001a_wvt_patch Patching WVT material: maps/zs_insurance_v2/ground/blendsnow_tracks_wvt_patch 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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 448 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\zs_insurance_v2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.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_09*.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (996207 bytes) Error loading studio model "./models/props/de_train/Light_security.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1963 texinfos to 1374 Reduced 323 texdatas to 284 (10316 bytes to 9461) Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\zs_insurance_v2.bsp 2 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\zs_insurance_v2" Valve Software - vvis.exe (May 15 2014) 8 threads reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\zs_insurance_v2.bsp reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\zs_insurance_v2.prt 587 portalclusters 1584 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 (104) Optimized: 779 visible clusters (0.66%) Total clusters visible: 117366 Average clusters visible: 199 Building PAS... Average clusters audible: 517 visdatasize:79293 compressed from 93920 writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\zs_insurance_v2.bsp 1 minute, 44 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\zs_insurance_v2" Valve Software - vrad.exe SSE (May 14 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\zs_insurance_v2.bsp Setting up ray-trace acceleration structure... Done (0.71 seconds) 2951 faces 414693 square feet [59715840.00 square inches] 20 Displacements 57382 Square Feet [8263124.00 Square Inches] 2951 patches before subdivision zero area child patch 28007 patches after subdivision 67 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 1819264, max 576 transfer lists: 13.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(64609, 58739, 44027) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(18447, 15983, 10355) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(4531, 3889, 2236) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1326, 1124, 576) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(371, 312, 142) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(110, 91, 37) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(32, 27, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(10, 8, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(3, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0058 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 22/1024 1056/49152 ( 2.1%) brushes 1141/8192 13692/98304 (13.9%) brushsides 7509/65536 60072/524288 (11.5%) planes 3766/65536 75320/1310720 ( 5.7%) vertexes 6055/65536 72660/786432 ( 9.2%) nodes 1275/65536 40800/2097152 ( 1.9%) texinfos 1374/12288 98928/884736 (11.2%) texdata 284/2048 9088/65536 (13.9%) dispinfos 20/0 3520/0 ( 0.0%) disp_verts 3076/0 61520/0 ( 0.0%) disp_tris 5248/0 10496/0 ( 0.0%) disp_lmsamples 149456/0 149456/0 ( 0.0%) faces 2951/65536 165256/3670016 ( 4.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2309/65536 129304/3670016 ( 3.5%) leaves 1298/65536 41536/2097152 ( 2.0%) leaffaces 4482/65536 8964/131072 ( 6.8%) leafbrushes 2442/65536 4884/131072 ( 3.7%) areas 5/256 40/2048 ( 2.0%) surfedges 24875/512000 99500/2048000 ( 4.9%) edges 16926/256000 67704/1024000 ( 6.6%) LDR worldlights 67/8192 5896/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 577/32768 5770/327680 ( 1.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 11358/65536 22716/131072 (17.3%) cubemapsamples 23/1024 368/16384 ( 2.2%) overlays 257/512 90464/180224 (50.2%) LDR lightdata [variable] 1256540/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 79293/16777216 ( 0.5%) entdata [variable] 193318/393216 (49.2%) LDR ambient table 1298/65536 5192/262144 ( 2.0%) HDR ambient table 1298/65536 5192/262144 ( 2.0%) LDR leaf ambient 5315/65536 148820/1835008 ( 8.1%) HDR leaf ambient 1298/65536 36344/1835008 ( 2.0%) 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] 1/30430 ( 0.0%) pakfile [variable] 2571511/0 ( 0.0%) physics [variable] 996207/4194304 (23.8%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 9681 Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\zs_insurance_v2.bsp 7 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\zs_insurance_v2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\zs_insurance_v2.bsp" zs_insurance_fix1_beta2.zip Edited August 26, 2015 by IMI4tth3w Quote Link to comment Share on other sites More sharing options...
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