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Zs_Insurance_Opt


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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 by IMI4tth3w
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