Question about lag&compile

Question about lag&compile

Hammer Mapping — Page [1]
Strongkong

2009 Jul 16 • 3
Hi!
I made a fun map, most like just jumping, and it lags very. It can't be because it's big, it's a quarter of the full size of the full grid in VHE. I converted fun_allinone to .map, because i was interested how it's made, etc. I saw that it's the max size in VHE. And no lag. How can it be? And how can I reduce the compile time? I made another map, It's small, it's got 8 lights in it(7 lights, 1 light_enviroment). Ok, I started compile, went eat my dinner, ~15 minutes, and when I came back, Leafthread was at 50%... and it did not move... I waited another 5 minutes, and nothing. I don't have so bad computer, so it can't be because it. I don't want to delete the lights, because i need them, there's some kind of "Forest" in it, and that must be dark!
NEED HELP!!!
Thank you!
Strongkong

Edit: I use Valve Hammer Editor 3.5, expert fgd, zhlt253-17.
 
 
2009 Jul 16 at 00:31 PDT — Ed. 2009 Jul 16 at 00:33 PDT
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Post compile log.

Also the lagging does not depend only on the size of the map. It depends more on the complexity of the geometry and stuff like that.

Also some maps can take hours (or days on not-so-good computers) to compile.
...and that's the bottom line because Mate de Vita said so.
 
 
2009 Jul 16 at 02:23 PDT — Ed. 2009 Jul 16 at 02:24 PDT
Strongkong

2009 Jul 16 • 3
http://www.megaupload.com/?d=WR9DZESY
Log of my lagging map.

Well, I did not use any lights on the map, it is normal, so I think you can't get much information from it...

Well, thanks anyway.
Strongkong
 
 
2009 Jul 16 at 04:21 PDT
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Next time you can just copy the contents of the .log file here. It's much simpler that way. Like this:

Quote:
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures Jump4!tV1-1
Entering Jump4!tV1-1.map

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

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

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

26 brushes (totalling 156 sides) discarded from clipping hulls
CreateBrush:
(1.36 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(1.86 seconds)

Including Wadfile: \eredeti\m�rk_mobil\zhlt.wad
- Contains 5 used textures, 11.11 percent of map (7 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\cs_cbble.wad
- Contains 3 used textures, 6.67 percent of map (61 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\cs_dust.wad
- Contains 4 used textures, 8.89 percent of map (28 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\cs_office.wad
- Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\cstrike.wad
- Contains 6 used textures, 13.33 percent of map (123 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 3 used textures, 6.67 percent of map (24 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 10 used textures, 22.22 percent of map (162 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\sky001.wad
- Warning: Larger than expected texture (436012 bytes): 'SKY001'
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\strongkong01.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\wooden01.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\danger01.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\metal01.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\cs_747.wad
- Contains 2 used textures, 4.44 percent of map (143 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\cs_havana.wad
- Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\glass01.wad
- Warning: Larger than expected texture (213312 bytes): 'GLASS01'
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\thxtext01.wad
- Warning: Larger than expected texture (213312 bytes): 'THXTEXT'
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\de_storm.wad
- Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\sajat.wad
- Contains 9 used textures, 20.00 percent of map (11 textures in wad)
Using Wadfile: \eredeti\m�rk_mobil\zhlt253-17\cs_bdog.wad
- Contains 3 used textures, 6.67 percent of map (132 textures in wad)

Warning: More than 8 wadfiles are in use. (20)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


added 10 additional animating textures.
Texture usage is at 1.90 mb (of 4.00 mb MAX)
4.06 seconds elapsed

----- END hlcsg -----


hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: hlbsp Jump4!tV1-1

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

noclip [ off ] [ off ]
nofill [ 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 4096)


Warning: === LEAK in hull 0 ===
Entity info_target @ (-391, -63, 101)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

4.22 seconds elapsed

----- END hlbsp -----


hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: hlvis Jump4!tV1-1
>> There was a problem compiling the map.
>> Check the file Jump4!tV1-1.log for the cause.

----- END hlvis -----


hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: hlrad Jump4!tV1-1
>> There was a problem compiling the map.
>> Check the file Jump4!tV1-1.log for the cause.

----- END hlrad -----

First of all, you're using way too many wads. 8 is the limit. So remove the unused wads from the list (Tools->Options->Textures in Hammer).
Second of all, you have a leak.
Down Rodeo said:
Q: How do I plug a leak?

First of all, make sure you did not create any entities outside your map. An entity outside your map is just like a leak, if not worse.

If you can not find any entities outside your map:
Load the pointfile generated by the compile tools by selecting the "load pointfile" option in the Hammer menus. Then follow the red line in the viewport to the hole. DON'T delete entities quoted as causing the leak, as they are just mentioned as a reference point. DO use the grid to help avoid leaks in the first instance.


And I'm not sure about this but you may want to change your map name to something else (I'm not sure if symbols are allowed).
...and that's the bottom line because Mate de Vita said so.
 
 
2009 Jul 16 at 07:06 PDT
Sloth

2008 May 18 • 543
It's the name, you should change the name.

Whatever you may use the keyboard symbols, but not any unknown that can't be recognized by the system.


Enjoy, If this isn't the error, I don't know,
 
 
2009 Jul 16 at 07:33 PDT — Ed. 2009 Jul 16 at 07:34 PDT
jrkookid
Half Irish, half NOT FUNNY

2007 May 27 • 1415
110 ₧
It may be part of the error.
 
 
2009 Jul 16 at 13:22 PDT
awhippo

2007 Oct 20 • 186
57 ₧
If that don't help me me see your .rmf and your textures.
 
 
2009 Jul 16 at 17:26 PDT
Strongkong

2009 Jul 16 • 3
Thanks guys, I try them, and write if it works!
 
 
2009 Jul 17 at 23:11 PDT
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