Map laggt

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Map laggt

Postby mrchicken » Fri 26. Feb 2010, 16:25

Hallo Zusammen!
Beim nächsten Kompilieren habe ich gemerkt, dass meine Map laggt, wenn man schießt. Ich kann euch schonmal sagen, dass es nicht an vielen Models liegt, denn ich hab grad alle meine Palmen rausgetan und es laggt genauso schlimm.
Hier ein Screenshot und mein Compile-Vorgang. Vielleicht könnt ihr damit was anfangen :D

Image

Code: Select all
** Executing...
** Command: "c:\users\lukas\desktop\steam2\steamapps\..\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\users\lukas\desktop\steam2\steamapps\..\counter-strike source\cstrike" "C:\Users\lukas\Desktop\Steam2\SteamApps\..\sourcesdk_content\cstrike\mapsrc\islandlast5c1"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\users\lukas\desktop\steam2\steamapps\subzero202\counter-strike source\cstrike\materials
Loading C:\Users\lukas\Desktop\Steam2\SteamApps\subzero202\sourcesdk_content\cstrike\mapsrc\islandlast5c1.vmf
"materials/jail_ka/stacheldraht.vtf": cached version doesn't exist
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\lukas\Desktop\Steam2\SteamApps\subzero202\sourcesdk_content\cstrike\mapsrc\islandlast5c1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/highres04*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/highres04rt"
Can't load skybox file skybox/highres04 to build the default cubemap!
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) (6071 bytes)
Error loading studio model "models/pg_props/pg_park/pg_felsen.mdl"!
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 32 texinfos to 10
Reduced 15 texdatas to 7 (582 bytes to 212)
Writing C:\Users\lukas\Desktop\Steam2\SteamApps\..\sourcesdk_content\cstrike\mapsrc\islandlast5c1.bsp
1 second elapsed

** Executing...
** Command: "c:\users\lukas\desktop\steam2\steamapps\..\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\users\lukas\desktop\steam2\steamapps\..\counter-strike source\cstrike" "C:\Users\lukas\Desktop\Steam2\SteamApps\..\sourcesdk_content\cstrike\mapsrc\islandlast5c1"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\users\lukas\desktop\steam2\steamapps\..\sourcesdk_content\cstrike\mapsrc\islandlast5c1.bsp
reading c:\users\lukas\desktop\steam2\steamapps\..\sourcesdk_content\cstrike\mapsrc\islandlast5c1.prt
104 portalclusters
220 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 6208
Average clusters visible: 59
Building PAS...
Average clusters audible: 59
visdatasize:2804  compressed from 3328
writing c:\users\lukas\desktop\steam2\steamapps\..\sourcesdk_content\cstrike\mapsrc\islandlast5c1.bsp
0 seconds elapsed

** Executing...
** Command: "c:\users\lukas\desktop\steam2\steamapps\..\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\users\lukas\desktop\steam2\steamapps\..\counter-strike source\cstrike" "C:\Users\lukas\Desktop\Steam2\SteamApps\..\sourcesdk_content\cstrike\mapsrc\islandlast5c1"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\lukas\desktop\steam2\steamapps\..\sourcesdk_content\cstrike\mapsrc\islandlast5c1.bsp
680 faces
1793137 square feet [258211856.00 square inches]
8 displacements
527146 square feet [75909128.00 square inches]
680 patches before subdivision
33880 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (87)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 476006, max 800
transfer lists:   3.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(7697, 5247, 2069)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(239007, 163334, 64324)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #3 added RGB(343, 188, 43)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(11465, 6307, 1448)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(19, 8, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(668, 298, 40)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #7 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #8 added RGB(43, 16, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0403 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                 15/8192          180/98304    ( 0.2%)
brushsides              90/65536         720/524288   ( 0.1%)
planes                  98/65536        1960/1310720  ( 0.1%)
vertexes               721/65536        8652/786432   ( 1.1%)
nodes                  233/65536        7456/2097152  ( 0.4%)
texinfos                10/12288         720/884736   ( 0.1%)
texdata                  7/2048          224/65536    ( 0.3%)
dispinfos                8/0            1408/0        ( 0.0%)
disp_verts            2312/0           46240/0        ( 0.0%)
disp_tris             4096/0            8192/0        ( 0.0%)
disp_lmsamples      553760/0          553760/0        ( 0.0%)
faces                  680/65536       38080/3670016  ( 1.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               24/65536        1344/3670016  ( 0.0%)
leaves                 235/65536        7520/2097152  ( 0.4%)
leaffaces              704/65536        1408/131072   ( 1.1%)
leafbrushes            214/65536         428/131072   ( 0.3%)
areas                    3/256            24/2048     ( 1.2%)
surfedges             2960/512000      11840/2048000  ( 0.6%)
edges                 1525/256000       6100/1024000  ( 0.6%)
LDR worldlights          2/8192          176/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips             28/32768         280/327680   ( 0.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           540/65536        1080/131072   ( 0.8%)
cubemapsamples          20/1024          320/16384    ( 2.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     2199760/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]        2804/16777216 ( 0.0%)
entdata               [variable]       51392/393216   (13.1%)
LDR leaf ambient       235/65536        5640/1572864  ( 0.4%)
HDR leaf ambient         0/65536           0/1572864  ( 0.0%)
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]           1/268      ( 0.4%)
pakfile               [variable]      610018/0        ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics               [variable]        6071/4194304  ( 0.1%)
==== Total Win32 BSP file data space used: 3573847 bytes ====

Total triangle count: 1504
Writing c:\users\lukas\desktop\steam2\steamapps\..\sourcesdk_content\cstrike\mapsrc\islandlast5c1.bsp
1 minute, 34 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\lukas\Desktop\Steam2\SteamApps\..\sourcesdk_content\cstrike\mapsrc\islandlast5c1.bsp" "c:\users\lukas\desktop\steam2\steamapps\..\counter-strike source\cstrike\maps\islandlast5c1.bsp"

Last edited by mrchicken on Sat 27. Feb 2010, 09:39, edited 2 times in total.
mrchicken
 
Posts: 22
Joined: Sun 14. Feb 2010, 01:18

Re: Map laggt

Postby Hashimo » Fri 26. Feb 2010, 16:58

Die Fehler im Log (1 fehlendes Model, 1 fehlende Textur und fehlendes "water_lod_control") dürfen deine Probleme nicht verursachen.

Wenn ich jetzt richtig gerechnet habe, hat deine Map aber ziemlich große Abmessungen, oder?
Ich vermute, dass dein Wasser noch zur normalen Map, gehört und keine 3D-Skybox ist?!
--> Da in deiner Map kaum VIS-Blocker sind, muss also ständig die ganze Map berechnet werden ; das saugt natürlich Performance.

Eine 3D-Skybox wäre dann wohl sehr hilfreich.
100.000 Glühbirnen entwendet - Polizei tappt im Dunkeln!
User avatar
Hashimo
 
Posts: 184
Joined: Sun 1. Feb 2009, 19:37
Location: Köln

Re: Map laggt

Postby mrchicken » Fri 26. Feb 2010, 20:26

Nein es ist eine 3D Skybox^^
Nur das sieht man Schlecht auf dem Screenshot.
Große Abemessungen hat es auch nicht.
Ich kann ja mal ein Screenshot von Hammer und von dem Meer machen...mom^^...
Image
Image
(Ohne Palmen)

MfG
Lukas

EDIT: Ich bin nun um einiges Schlauer geworden. Dynamic Rendering Light füllt bei jedem Schuss die ganze Skala aus. Ich werd jetzt mal dran rumbasteln. Wer irgend eine Idee hat, sofort sagen! ;)

Ok, nun habe ich das Problem gelöst! Es lag an meinem Boden. Man... er war so toll :(
mrchicken
 
Posts: 22
Joined: Sun 14. Feb 2010, 01:18


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