BSP Size
Quote from SpAM_CAN on July 23, 2012, 9:37 amIs there any simple way of reducing BSP size? I'm at 70mb already, I've only just finished the first area, and I've got a whole load of dialogue and a couple of signs to add to that BSP later. Is there any simple way of reducing the BSP size? (I'm assuming we can't use BZIP2 or something, and I know the contest rules say it has to be uncompressed)
Is there any simple way of reducing BSP size? I'm at 70mb already, I've only just finished the first area, and I've got a whole load of dialogue and a couple of signs to add to that BSP later. Is there any simple way of reducing the BSP size? (I'm assuming we can't use BZIP2 or something, and I know the contest rules say it has to be uncompressed)

Quote from josepezdj on July 23, 2012, 10:10 amOnly thing I can think of is to revise all your custom content: signage, textures and such... and use a different compression format when turning them into a .vtf file format... For example I (and also Valve does) use DXT5(common) because it's "cheaper" than the rest while graphics quality is still good ...
Only thing I can think of is to revise all your custom content: signage, textures and such... and use a different compression format when turning them into a .vtf file format... For example I (and also Valve does) use DXT5(common) because it's "cheaper" than the rest while graphics quality is still good ...

Quote from ChickenMobile on July 23, 2012, 10:15 amWhoa. How big can your map be to get to 70mb in just a compile? Mine is a large map and it is only 20MB at the current moment (full compile including packed custom content)
A few things you can do to reduce bsp size:
Optimising
Lowering lightmap scales
Nodrawing not-seen brush faces. This applies to func_details the most.
Converting sounds to mp3's and compressing custom textures (best compression allowed with a vtf)
Minimising custom textures and content as much as possible. If there is a similar default texture, use it!
Reducing the amount of brushes in your map
Using LOD model versions for distant models
Use cheap textures for distant textures (if available)
Use dynamic lighting (or real-time lighting) in appropriate places.
Remove unnecessary props and brushes.
Whoa. How big can your map be to get to 70mb in just a compile? Mine is a large map and it is only 20MB at the current moment (full compile including packed custom content)
A few things you can do to reduce bsp size:
Optimising
Lowering lightmap scales
Nodrawing not-seen brush faces. This applies to func_details the most.
Converting sounds to mp3's and compressing custom textures (best compression allowed with a vtf)
Minimising custom textures and content as much as possible. If there is a similar default texture, use it!
Reducing the amount of brushes in your map
Using LOD model versions for distant models
Use cheap textures for distant textures (if available)
Use dynamic lighting (or real-time lighting) in appropriate places.
Remove unnecessary props and brushes.
Quote from SpAM_CAN on July 23, 2012, 10:43 amI'll try lowering the lightmap scales and stuff, because this doesn't even have the custom content packed in yet... Its just once Science Sphere and a cavern, so... xD
Thanks for the tips, I'll try to cut some things down.
EDIT: Do displacements increase the filesize loads? That'd be one cause for the problem
I'll try lowering the lightmap scales and stuff, because this doesn't even have the custom content packed in yet... Its just once Science Sphere and a cavern, so... xD
Thanks for the tips, I'll try to cut some things down.
EDIT: Do displacements increase the filesize loads? That'd be one cause for the problem

Quote from josepezdj on July 23, 2012, 11:08 amChickenMobile wrote:Whoa. How big can your map be to get to 70mb in just a compile? Mine is a large map and it is only 20MB at the current moment (full compile including packed custom content)My maps use to be that around too... when I include the custom content (around 17MB when not...)
My maps use to be that around too... when I include the custom content (around 17MB when not...)
Quote from SpAM_CAN on July 23, 2012, 5:36 pmDesigned the second area and its only gone up to 73mb. Custom signs so far only take up about 2mb, so hopefully I can get the size down a bit further and get everything in the 100mb.
Just a question, is the 100mb limit imposed by the Workshop or by TWP?
Designed the second area and its only gone up to 73mb. Custom signs so far only take up about 2mb, so hopefully I can get the size down a bit further and get everything in the 100mb.
Just a question, is the 100mb limit imposed by the Workshop or by TWP?

Quote from ChickenMobile on July 23, 2012, 6:18 pmI believed that this was a good size to limit it at. Workshop limits at 200mb, however not everyone wants to download 50 150mb+ maps.
So I think this is both beneficial for us and the community.
I believed that this was a good size to limit it at. Workshop limits at 200mb, however not everyone wants to download 50 150mb+ maps.
So I think this is both beneficial for us and the community.
Quote from BEARD! on July 23, 2012, 7:02 pmI raised the issue in IRC.
How complicated are your visleafs - are they a real mess?
Do you have lots of named light entities?
Are you using loads of cubemaps?It's difficult to say why your BSP is huge without much extra information. Could you post a compile log? There should be one in the same folder as your VMF.
You might want to try compiling the map with various visgroups (for example, World Details) turned off. Perhaps that will identify a cause for the filesize. Is there a means to compile with displacements turned off? That would test your theory that they are responsible. Try using 'H' to quick-hide selected objects for a compile (you can unhide with U).
I raised the issue in IRC.
How complicated are your visleafs - are they a real mess?
Do you have lots of named light entities?
Are you using loads of cubemaps?
It's difficult to say why your BSP is huge without much extra information. Could you post a compile log? There should be one in the same folder as your VMF.
You might want to try compiling the map with various visgroups (for example, World Details) turned off. Perhaps that will identify a cause for the filesize. Is there a means to compile with displacements turned off? That would test your theory that they are responsible. Try using 'H' to quick-hide selected objects for a compile (you can unhide with U).
Co-operative: Lightspeed Upstairs Downstairs
Quote from SpAM_CAN on July 23, 2012, 7:16 pmThing is, it doesn't even have cubemaps yet (when i tried to build them i got access denied errors and things, so i'll try that again later.)
Visleaf wise it doesn't seem too bad... I'll try turning more things into details (being an underground map there are lots of skinny panels, but i know that turning EVERYTHING to detail can make it worse, so i left a load of the bigger panels as world brushes).
There are two named light entites, but they have the same name. Might replace this with a ProjTex later and see if it improves much.
EDIT: As it takes a while to compile fully, i'll do Fast for now.
Without Disp Area: 31mb
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materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Error! Variable "$envmap" is multiply defined in material "metal/underground_wall_metal004a_bottom"!
nummapplanes: ( 3332 / 65536 )
nummapbrushes: ( 401 / 8192 )
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num_map_overlays: ( 18 / 512 )
nummodels: ( 0 / 1024 )
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Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
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reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt
329 portalclusters
1264 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Error! Variable "$envmap" is multiply defined in material "metal/underground_wall_metal004a_bottom"!
nummapplanes: ( 3332 / 65536 )
nummapbrushes: ( 401 / 8192 )
nummapbrushsides: ( 3207 / 65536 )
num_map_overlays: ( 18 / 512 )
nummodels: ( 0 / 1024 )
fixing up env_cubemap materials on brush sides...
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Water found with no water_lod_control entity, creating a default one.
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Reduced 959 texinfos to 562
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Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
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reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt
329 portalclusters
1264 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 26 visible clusters (0.00%)
Total clusters visible: 79545
Average clusters visible: 241
Building PAS...
Average clusters audible: 243
visdatasize:24724 compressed from 31584
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0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
3586 faces
2343470 square feet [337459776.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3586 patches before subdivision
232258 patches after subdivision
46 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 11209151, max 1170
transfer lists: 85.5 megs
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Build Patch/Sample Hash Table(s).....Done<0.4452 sec>
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Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
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models 46/1024 2208/49152 ( 4.5%)
brushes 401/8192 4812/98304 ( 4.9%)
brushsides 3208/65536 25664/524288 ( 4.9%)
planes 3374/65536 67480/1310720 ( 5.1%)
vertexes 3676/65536 44112/786432 ( 5.6%)
nodes 1060/65536 33920/2097152 ( 1.6%)
texinfos 562/12288 40464/884736 ( 4.6%)
texdata 50/2048 1600/65536 ( 2.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3586/65536 200816/3670016 ( 5.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1255/65536 70280/3670016 ( 1.9%)
facebrushes 124/0 248/0 ( 0.0%)
facebrushlists 3586/0 14344/0 ( 0.0%)
leaves 1107/65536 35424/2097152 ( 1.7%)
leaffaces 7137/65536 14274/131072 (10.9%)
leafbrushes 833/65536 1666/131072 ( 1.3%)
areas 4/256 32/2048 ( 1.6%)
surfedges 20472/512000 81888/2048000 ( 4.0%)
edges 11443/256000 45772/1024000 ( 4.5%)
LDR worldlights 46/8192 4600/819200 ( 0.6%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 182/32768 1820/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2883/65536 5766/131072 ( 4.4%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 18/512 6336/180224 ( 3.5%)
LDR lightdata [variable] 29703832/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 24724/16777216 ( 0.1%)
entdata [variable] 95302/393216 (24.2%)
LDR ambient table 1107/65536 4428/262144 ( 1.7%)
HDR ambient table 1107/65536 4428/262144 ( 1.7%)
LDR leaf ambient 4334/65536 121352/1835008 ( 6.6%)
HDR leaf ambient 1107/65536 30996/1835008 ( 1.7%)
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] 1/51166 ( 0.0%)
pakfile [variable] 822354/0 ( 0.0%)
physics [variable] 161218/4194304 ( 3.8%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 8256
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materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Error! Variable "$envmap" is multiply defined in material "metal/underground_wall_metal004a_bottom"!
nummapplanes: ( 3332 / 65536 )
nummapbrushes: ( 401 / 8192 )
nummapbrushsides: ( 3207 / 65536 )
num_map_overlays: ( 18 / 512 )
nummodels: ( 0 / 1024 )
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Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
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Reduced 58 texdatas to 50 (2181 bytes to 1874)
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
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reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt
329 portalclusters
1264 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 26 visible clusters (0.00%)
Total clusters visible: 79545
Average clusters visible: 241
Building PAS...
Average clusters audible: 243
visdatasize:24724 compressed from 31584
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Error! Variable "$envmap" is multiply defined in material "metal/underground_wall_metal004a_bottom"!
nummapplanes: ( 4946 / 65536 )
nummapbrushes: ( 548 / 8192 )
nummapbrushsides: ( 4721 / 65536 )
num_map_overlays: ( 21 / 512 )
nummodels: ( 0 / 1024 )
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Water found with no water_lod_control entity, creating a default one.
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Reduced 1588 texinfos to 760
Reduced 76 texdatas to 67 (2878 bytes to 2520)
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
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reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt
425 portalclusters
1495 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 34 visible clusters (0.00%)
Total clusters visible: 88393
Average clusters visible: 207
Building PAS...
Average clusters audible: 209
visdatasize:29108 compressed from 47600
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0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
4053 faces
2708297 square feet [389994816.00 square inches]
14 Displacements
476273 Square Feet [68583336.00 Square Inches]
4053 patches before subdivision
264625 patches after subdivision
65 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 12615146, max 1170
transfer lists: 96.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(36815, 37624, 28172)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(9058, 7523, 3419)
Build Patch/Sample Hash Table(s).....Done<1.0861 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 1 (0% of) surface lights went in leaf ambient cubes.
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Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
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models 57/1024 2736/49152 ( 5.6%)
brushes 548/8192 6576/98304 ( 6.7%)
brushsides 4641/65536 37128/524288 ( 7.1%)
planes 4998/65536 99960/1310720 ( 7.6%)
vertexes 4681/65536 56172/786432 ( 7.1%)
nodes 1390/65536 44480/2097152 ( 2.1%)
texinfos 760/12288 54720/884736 ( 6.2%)
texdata 67/2048 2144/65536 ( 3.3%)
dispinfos 14/0 2464/0 ( 0.0%)
disp_verts 4046/0 80920/0 ( 0.0%)
disp_tris 7168/0 14336/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 374290/0 374290/0 ( 0.0%)
faces 4053/65536 226968/3670016 ( 6.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1576/65536 88256/3670016 ( 2.4%)
facebrushes 130/0 260/0 ( 0.0%)
facebrushlists 4053/0 16212/0 ( 0.0%)
leaves 1448/65536 46336/2097152 ( 2.2%)
leaffaces 7661/65536 15322/131072 (11.7%)
leafbrushes 1178/65536 2356/131072 ( 1.8%)
areas 5/256 40/2048 ( 2.0%)
surfedges 23988/512000 95952/2048000 ( 4.7%)
edges 13733/256000 54932/1024000 ( 5.4%)
LDR worldlights 65/8192 6500/819200 ( 0.8%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 212/32768 2120/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3381/65536 6762/131072 ( 5.2%)
cubemapsamples 12/1024 192/16384 ( 1.2%)
overlays 21/512 7392/180224 ( 4.1%)
LDR lightdata [variable] 32623032/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 29108/16777216 ( 0.2%)
entdata [variable] 116104/393216 (29.5%)
LDR ambient table 1448/65536 5792/262144 ( 2.2%)
HDR ambient table 1448/65536 5792/262144 ( 2.2%)
LDR leaf ambient 5798/65536 162344/1835008 ( 8.8%)
HDR leaf ambient 1448/65536 40544/1835008 ( 2.2%)
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] 1/55636 ( 0.0%)
pakfile [variable] 972954/0 ( 0.0%)
physics [variable] 224485/4194304 ( 5.4%)
physics terrain [variable] 11790/1048576 ( 1.1%)Level flags = 0
Total triangle count: 9442
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
56 seconds elapsedNot a gigantic jump but that could very well be the cause. I'll run on full tomorrow and test to see if the same rings true in Full, if not i'll delete that area and scale it down a tad.
Thing is, it doesn't even have cubemaps yet (when i tried to build them i got access denied errors and things, so i'll try that again later.)
Visleaf wise it doesn't seem too bad... I'll try turning more things into details (being an underground map there are lots of skinny panels, but i know that turning EVERYTHING to detail can make it worse, so i left a load of the bigger panels as world brushes).
There are two named light entites, but they have the same name. Might replace this with a ProjTex later and see if it improves much.
EDIT: As it takes a while to compile fully, i'll do Fast for now.
Without Disp Area: 31mb
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materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Error! Variable "$envmap" is multiply defined in material "metal/underground_wall_metal004a_bottom"!
nummapplanes: ( 3332 / 65536 )
nummapbrushes: ( 401 / 8192 )
nummapbrushsides: ( 3207 / 65536 )
num_map_overlays: ( 18 / 512 )
nummodels: ( 0 / 1024 )
fixing up env_cubemap materials on brush sides...
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writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt...Building visibility clusters...
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Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (161218 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 959 texinfos to 562
Reduced 58 texdatas to 50 (2181 bytes to 1874)
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
4 seconds elapsed6 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt
329 portalclusters
1264 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Error! Variable "$envmap" is multiply defined in material "metal/underground_wall_metal004a_bottom"!
nummapplanes: ( 3332 / 65536 )
nummapbrushes: ( 401 / 8192 )
nummapbrushsides: ( 3207 / 65536 )
num_map_overlays: ( 18 / 512 )
nummodels: ( 0 / 1024 )
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 184 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (161218 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 959 texinfos to 562
Reduced 58 texdatas to 50 (2181 bytes to 1874)
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
7 seconds elapsed6 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt
329 portalclusters
1264 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 26 visible clusters (0.00%)
Total clusters visible: 79545
Average clusters visible: 241
Building PAS...
Average clusters audible: 243
visdatasize:24724 compressed from 31584
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
3586 faces
2343470 square feet [337459776.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3586 patches before subdivision
232258 patches after subdivision
46 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 11209151, max 1170
transfer lists: 85.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(12330, 10147, 5582)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2594, 1805, 669)
Build Patch/Sample Hash Table(s).....Done<0.4452 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 46/1024 2208/49152 ( 4.5%)
brushes 401/8192 4812/98304 ( 4.9%)
brushsides 3208/65536 25664/524288 ( 4.9%)
planes 3374/65536 67480/1310720 ( 5.1%)
vertexes 3676/65536 44112/786432 ( 5.6%)
nodes 1060/65536 33920/2097152 ( 1.6%)
texinfos 562/12288 40464/884736 ( 4.6%)
texdata 50/2048 1600/65536 ( 2.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3586/65536 200816/3670016 ( 5.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1255/65536 70280/3670016 ( 1.9%)
facebrushes 124/0 248/0 ( 0.0%)
facebrushlists 3586/0 14344/0 ( 0.0%)
leaves 1107/65536 35424/2097152 ( 1.7%)
leaffaces 7137/65536 14274/131072 (10.9%)
leafbrushes 833/65536 1666/131072 ( 1.3%)
areas 4/256 32/2048 ( 1.6%)
surfedges 20472/512000 81888/2048000 ( 4.0%)
edges 11443/256000 45772/1024000 ( 4.5%)
LDR worldlights 46/8192 4600/819200 ( 0.6%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 182/32768 1820/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2883/65536 5766/131072 ( 4.4%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 18/512 6336/180224 ( 3.5%)
LDR lightdata [variable] 29703832/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 24724/16777216 ( 0.1%)
entdata [variable] 95302/393216 (24.2%)
LDR ambient table 1107/65536 4428/262144 ( 1.7%)
HDR ambient table 1107/65536 4428/262144 ( 1.7%)
LDR leaf ambient 4334/65536 121352/1835008 ( 6.6%)
HDR leaf ambient 1107/65536 30996/1835008 ( 1.7%)
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] 1/51166 ( 0.0%)
pakfile [variable] 822354/0 ( 0.0%)
physics [variable] 161218/4194304 ( 3.8%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 8256
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
50 seconds elapsed
With Disp Area: 34.8mb
- Code: Select all
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Error! Variable "$envmap" is multiply defined in material "metal/underground_wall_metal004a_bottom"!
nummapplanes: ( 3332 / 65536 )
nummapbrushes: ( 401 / 8192 )
nummapbrushsides: ( 3207 / 65536 )
num_map_overlays: ( 18 / 512 )
nummodels: ( 0 / 1024 )
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 184 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (161218 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 959 texinfos to 562
Reduced 58 texdatas to 50 (2181 bytes to 1874)
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
3 seconds elapsed6 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt
329 portalclusters
1264 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 26 visible clusters (0.00%)
Total clusters visible: 79545
Average clusters visible: 241
Building PAS...
Average clusters audible: 243
visdatasize:24724 compressed from 31584
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
Error! Variable "$envmap" is multiply defined in material "metal/underground_wall_metal004a_bottom"!
nummapplanes: ( 4946 / 65536 )
nummapbrushes: ( 548 / 8192 )
nummapbrushsides: ( 4721 / 65536 )
num_map_overlays: ( 21 / 512 )
nummodels: ( 0 / 1024 )
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 216 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (224485 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 1588 texinfos to 760
Reduced 76 texdatas to 67 (2878 bytes to 2520)
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
5 seconds elapsed6 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.prt
425 portalclusters
1495 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 34 visible clusters (0.00%)
Total clusters visible: 88393
Average clusters visible: 207
Building PAS...
Average clusters audible: 209
visdatasize:29108 compressed from 47600
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
4053 faces
2708297 square feet [389994816.00 square inches]
14 Displacements
476273 Square Feet [68583336.00 Square Inches]
4053 patches before subdivision
264625 patches after subdivision
65 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 12615146, max 1170
transfer lists: 96.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(36815, 37624, 28172)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(9058, 7523, 3419)
Build Patch/Sample Hash Table(s).....Done<1.0861 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 1 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 57/1024 2736/49152 ( 5.6%)
brushes 548/8192 6576/98304 ( 6.7%)
brushsides 4641/65536 37128/524288 ( 7.1%)
planes 4998/65536 99960/1310720 ( 7.6%)
vertexes 4681/65536 56172/786432 ( 7.1%)
nodes 1390/65536 44480/2097152 ( 2.1%)
texinfos 760/12288 54720/884736 ( 6.2%)
texdata 67/2048 2144/65536 ( 3.3%)
dispinfos 14/0 2464/0 ( 0.0%)
disp_verts 4046/0 80920/0 ( 0.0%)
disp_tris 7168/0 14336/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 374290/0 374290/0 ( 0.0%)
faces 4053/65536 226968/3670016 ( 6.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1576/65536 88256/3670016 ( 2.4%)
facebrushes 130/0 260/0 ( 0.0%)
facebrushlists 4053/0 16212/0 ( 0.0%)
leaves 1448/65536 46336/2097152 ( 2.2%)
leaffaces 7661/65536 15322/131072 (11.7%)
leafbrushes 1178/65536 2356/131072 ( 1.8%)
areas 5/256 40/2048 ( 2.0%)
surfedges 23988/512000 95952/2048000 ( 4.7%)
edges 13733/256000 54932/1024000 ( 5.4%)
LDR worldlights 65/8192 6500/819200 ( 0.8%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 212/32768 2120/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3381/65536 6762/131072 ( 5.2%)
cubemapsamples 12/1024 192/16384 ( 1.2%)
overlays 21/512 7392/180224 ( 4.1%)
LDR lightdata [variable] 32623032/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 29108/16777216 ( 0.2%)
entdata [variable] 116104/393216 (29.5%)
LDR ambient table 1448/65536 5792/262144 ( 2.2%)
HDR ambient table 1448/65536 5792/262144 ( 2.2%)
LDR leaf ambient 5798/65536 162344/1835008 ( 8.8%)
HDR leaf ambient 1448/65536 40544/1835008 ( 2.2%)
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] 1/55636 ( 0.0%)
pakfile [variable] 972954/0 ( 0.0%)
physics [variable] 224485/4194304 ( 5.4%)
physics terrain [variable] 11790/1048576 ( 1.1%)Level flags = 0
Total triangle count: 9442
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapssp_cavescaves.bsp
56 seconds elapsed
Not a gigantic jump but that could very well be the cause. I'll run on full tomorrow and test to see if the same rings true in Full, if not i'll delete that area and scale it down a tad.