HLVIS, LeafThread stucked on 90% Created 6 years ago2018-11-29 11:40:27 UTC by meme meme

Created 6 years ago2018-11-29 11:40:27 UTC by meme meme

Posted 6 years ago2018-11-29 11:40:27 UTC Post #341348
Hi, I'm creating a new map, but without any parameters or with parameter -full on VIS, LeafThread stucks on 90% (+5hours). Parameter -fast works good, map is running without any big problem. How can I fix this?

Compile log with -fast (RAD, VIS) parameter:

hlcsg v3.4 VL34 64-bit (Aug 17 2015)
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 (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: D:\hammer\hlcsg_x64.exe d:\hammer\mapy\pomocky\strafe_room -wadinclude txt
Arguments: d:\hammer\mapy\pomocky\strafe_room -wadinclude txt -low -wadautodetect
Entering d:\hammer\mapy\pomocky\strafe_room.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
convert game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[txt]

CreateBrush:
(0.48 seconds)
CSGBrush:
(1.12 seconds)

added 14 additional animating textures.
Including Wadfile: \hammer\zhlt.wad
  • Contains 2 used textures, 2.41 percent of map (19 textures in wad)
Including Wadfile: \hammer\mapy\jb_russia\txt.wad
  • Contains 22 used textures, 26.51 percent of map (108 textures in wad)
Using Wadfile: \steam\steamapps\common\half-life\valve\halflife.wad
  • Contains 54 used textures, 65.06 percent of map (3116 textures in wad)
Using Wadfile: \steam\steamapps\common\half-life\cstrike\torntextures.wad
  • Contains 4 used textures, 4.82 percent of map (162 textures in wad)
Using Wadfile: \steam\steamapps\common\half-life\cstrike\cstrike.wad
  • Contains 1 used texture, 1.20 percent of map (123 textures in wad)
Wad files required to run the map: "halflife.wad;torntextures.wad;cstrike.wad;"
Texture usage is at 0.89 mb (of 32.00 mb MAX)
2.06 seconds elapsed

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

hlbsp v3.4 VL34 64-bit (Aug 17 2015)
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 (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: D:\hammer\hlbsp_x64.exe d:\hammer\mapy\pomocky\strafe_room
Arguments: d:\hammer\mapy\pomocky\strafe_room -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...1000...1500...2000...2333 (0.46 seconds)
BSP generation successful, writing portal file 'd:\hammer\mapy\pomocky\strafe_room.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2489 (0.54 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2511 (0.46 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2532 (0.48 seconds)
Reduced 8415 clipnodes to 7894
Reduced 1015 texinfos to 694
Reduced 83 texdatas to 82 (209864 bytes to 208708)
Reduced 9146 planes to 3690
FixBrinks:
Increased 7894 clipnodes to 7932.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 71/512 4544/32768 (13.9%)
planes 3690/32768 73800/655360 (11.3%)
vertexes 8215/65535 98580/786420 (12.5%)
nodes 2811/32767 67464/786408 ( 8.6%)
texinfos 694/32767 27760/1310680 ( 2.1%)
faces 5476/65535 109520/1310700 ( 8.4%)
  • worldfaces 4685/32768 0/0 (14.3%)
clipnodes 7932/32767 63456/262136 (24.2%)
leaves 1934/32760 54152/917280 ( 5.9%)
  • worldleaves 1255/8192 0/0 (15.3%)
marksurfaces 7685/65535 15370/131070 (11.7%)
surfedges 24772/512000 99088/2048000 ( 4.8%)
edges 13628/256000 54512/1024000 ( 5.3%)
texdata [variable] 208708/33554432 ( 0.6%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 24976/2097152 ( 1.2%)
  • AllocBlock 29/64 0/0 (45.3%)
82 textures referenced

Total BSP file data space used: 901930 bytes

Wad files required to run the map: "halflife.wad;torntextures.wad;cstrike.wad;"
5.05 seconds elapsed

----- END hlbsp -----
Posted 6 years ago2018-11-29 11:41:10 UTC Post #341349
(next part of log)

hlvis v3.4 VL34 (Aug 17 2015)
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 (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: D:\hammer\hlvis.exe d:\hammer\mapy\pomocky\strafe_room -fast
Arguments: d:\hammer\mapy\pomocky\strafe_room -fast -low
522 portalleafs
2016 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.89 seconds)
average leafs visible: 352
g_visdatasize:62879 compressed from 34452
0.99 seconds elapsed

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

hlrad v3.4 VL34 64-bit (Aug 17 2015)
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 (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: D:\hammer\hlrad_x64.exe d:\hammer\mapy\pomocky\strafe_room -fast
Arguments: d:\hammer\mapy\pomocky\strafe_room -fast -low

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

fast rad [ on ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ off ] [ off ]
bounces [ 0 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global texlight gap [ 0.000 ] [ 0.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ off ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]

Load Textures:
Using Wadfile: d:\hammer\mapy\pomocky\strafe_room.wa_
82 textures referenced
Reading texlights from 'd:\hammer\mapy\pomocky\lights.rad'
0 opaque models
0 opaque faces
5476 faces
Create Patches : 30833 base patches
649715 square feet [93558960.00 square inches]
0 direct lights and 1615 fast direct lights
1 light styles

FindFacePositions:
(0.98 seconds)
BuildFacelights:
(22.61 seconds)
CreateTriangulations:
(1.66 seconds)
AddPatchLights:
(33.87 seconds)
FinalLightFace:
(0.08 seconds)
60.98 seconds elapsed [1m 0s]

----- END hlrad -----
Posted 6 years ago2018-11-29 14:40:37 UTC Post #341351
This usually happens when you have very complex geometry. You should convert these complex brushes into func_detail.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-11-29 15:11:37 UTC Post #341353
-fast performs incomplete visibility (VIS) calculation for testing purpose. The map will not perform well if compiled with -fast. Always use -full for final compile. Sounds like your world geometry is too complex so turning smaller objects into func_detail or func_wall should fix this problem. Things like crates, pipes and other small details. Do not be afraid to use too many func_details, just make sure all of the walls and large objects are left to world for good visibility calculation. If even func_detail does not help, then try func_wall, func_illusionary or other entities, they are even easier on VIS than func_detail. Also 5 hours seems a lot. I hope your map is not enclosed in a big SKY textured cube. If it is then get rid of that and put sky brushes where they belong.
Posted 6 years ago2018-11-29 15:31:56 UTC Post #341354
I don't think so it's because of complex geometry, it's normal corridor with 5 games, and I can't compile map without parameter -fast since I made outside games (normal geometry, nothing special/weird) and yes, I used func_detail
Here you have some screens from hammer + .bsp file

https://prnt.sc/lokn4i
https://prnt.sc/lokno5
https://prnt.sc/lokntt
https://prnt.sc/loko35
strafe_room.bsp
Posted 6 years ago2018-11-29 21:40:06 UTC Post #341355
Hm indeed the map doesn't look very complex at all.

In that case I suggest the old box method.

Make a huge solid box around parts of your map. Compile it and see if the compile succeeds.. The moment it does you can narrow it down to a specific area in your map that's responsible for a failed compile and then rebuild it or fix it what ever it might be.

My first thought though would be to that huge outside area.. Perhaps you made the sky brush to large.. I often found that I had to cut the sky brush sometimes into pieces as it wouldn't compile if it was to large.. But the log usually told me about it so it could very well be related to something else.
Posted 6 years ago2018-11-30 12:29:29 UTC Post #341357
@23-down thanks, I found a problem with huge solid, problem was in Kreedz blocks. Solved, thanks
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