q3map2 getting stuck with -bounce 8. No error, no crash, just keeps on going forever. I’d love some help. Works fine without bouncing.
Do I have too many of something? Too little? Too big? Need even more patience?
I have some terrain, everything lit by a sky shader, a river in the terrain and some fog above the river. Fog and water overlap, coz’ the fog can only be visible from one side.
any help appreciated
fraco
C:\Program Files\GtkRadiant>C:/PROGRA~1/GTKRAD~1/q3map2 -v -game sof2 -meta -re
name “D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.map”
2.3.33
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.33
GtkRadiant - v1.2.11 Dec 8 2002 20:00:03
That by which our intrepid protagonist mislaid his way
— InitPaths —
Searching for “soldier” in “C:/PROGRA~1/GTKRAD~1/q3map2” (0)…
Searching for “soldier” in “-meta” (1)…
Searching for “soldier” in “-rename” (2)…
Searching for “soldier” in “D:/games/Soldier of Fortune II - Double Helix/base/m
aps/terraintest.map” (3)…
VFS Init: D:/games/Soldier of Fortune II - Double Helix/base/— BSP —
Creating meta surfaces from brush faces
Appending _bsp suffix to misc_model shaders (SOF2)
entering shaders/shaderlist.txt
entering shaders/airport.shader
entering shaders/armory.shader
entering shaders/armory_models.shader
entering shaders/average_armor.shader
entering shaders/average_sleeves.shader
entering shaders/aztec.shader
entering shaders/aztec2.shader
WARNING: Couldn’t find image for shader textures/aztec2/terrain_base
entering shaders/bolt_ons.shader
entering shaders/cemetery.shader
entering shaders/chunks.shader
entering shaders/colombia.shader
entering shaders/colombia_models.shader
entering shaders/colors.shader
entering shaders/common.shader
entering shaders/common_models.shader
entering shaders/decals.shader
entering shaders/dustball.shader
entering shaders/effects.shader
entering shaders/finca.shader
entering shaders/finca_models.shader
entering shaders/fogs.shader
entering shaders/gfx.shader
entering shaders/gore.shader
entering shaders/hongkong.shader
entering shaders/hongkong_models.shader
entering shaders/hospital.shader
entering shaders/hospital_models.shader
entering shaders/ik_light.shader
entering shaders/ik_sky.shader
entering shaders/jordan.shader
entering shaders/jordan_models.shader
entering shaders/kamchatka.shader
entering shaders/kamchatka_models.shader
entering shaders/liner.shader
entering shaders/liner_models.shader
entering shaders/menu.shader
entering shaders/metashader.shader
entering shaders/mudriver.shader
entering shaders/prague.shader
entering shaders/roam.shader
entering shaders/shop.shader
entering shaders/skies.shader
entering shaders/skingore.shader
entering shaders/snow.shader
entering shaders/sprites.shader
entering shaders/suit_long_coat.shader
entering shaders/suit_sleeves.shader
entering shaders/test.shader
entering shaders/tools.shader
entering shaders/weapons.shader
4418 shaderInfo
— LoadMapFile —
Loading map file D:/games/Soldier of Fortune II - Double Helix/base/maps/terrain
test.map
entering D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.mapEntity 1 (func_group) has shader index map “textures/heightmaps/aztec_new1.pcx”
WARNING: Couldn’t find image for shader textures/fogs/col9
8269 total world brushes
8208 detail brushes
0 patches
24524 boxbevels
15415 edgebevels
6 entities
42158 planes
0 areaportals
Size: -4128, -4128, -96 to 4128, 4128, 1568
############### model 0 ###############
block size = { 1024 1024 1024 }
— PatchMapDrawSurfs —
— FaceBSP —
362 faces
1038 leafs
— MakeTreePortals —
0 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
61 structural brushes
399 cluster references
— FloodEntities —
359 flooded leafs
— FillOutside —
379 solid leafs
300 leafs filled
359 inside leafs
— CullSides —
0 hidden faces culled
5 coincident faces culled
— ClipSidesIntoTree —
WARNING: Couldn’t find image for shader textures/metashader/col2_2to3
WARNING: Couldn’t find image for shader textures/metashader/col2_3
WARNING: Couldn’t find image for shader textures/metashader/col2_2
WARNING: Couldn’t find image for shader textures/metashader/col2_1to2
WARNING: Couldn’t find image for shader textures/metashader/col2_1
WARNING: Couldn’t find image for shader textures/metashader/col2_0to2
WARNING: Couldn’t find image for shader textures/metashader/col2_0to1
WARNING: Couldn’t find image for shader textures/metashader/col2_1to3
WARNING: Couldn’t find image for shader textures/metashader/col2_0
— FaceBSP —
234 faces
661 leafs
— MakeTreePortals —
0 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
61 structural brushes
415 cluster references
— NumberClusters —
322 visclusters
904 visportals
631 solidfaces
— WritePortalFile —
writing D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.prt
— FloodAreas —
1 areas
— AddTriangleModels —
WARNING: Couldn’t find image for shader models/objects/colombia/jungle/tree09_sh
d_bsp
WARNING: Couldn’t find image for shader models/objects/colombia/jungle/tree09b_s
hd_bsp
WARNING: Couldn’t find image for shader models/objects/colombia/jungle/tree09c_s
hd_bsp
WARNING: Couldn’t find image for shader models/objects/colombia/jungle/tree09_bs
p
— FilterDetailBrushesIntoTree —
8208 detail brushes
28839 cluster references
----- FogDrawsurfs -----
1 fogs
507 fog polygon fragments
0 fog patch fragments
3008 fogged drawsurfs
— SubdivideFaceSurfaces —
— FixTJunctions —
865 axial edge lines
11515 non-axial edge lines
0 degenerate edges
119 verts added for tjunctions
27341 total verts
8815 naturally ordered
43 rotated orders
2 can’t order
0 broken (degenerate) surfaces removed
— ClassifyEntitySurfaces —
— TidyEntitySurfaces —
0 empty or malformed surfaces deleted
— MakeEntityMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (0)
8860 total meta surfaces
8854 stripped surfaces
6 fanned surfaces
0 patch meta surfaces
27347 meta verts
9633 meta triangles
— TidyEntitySurfaces —
8860 empty or malformed surfaces deleted
— SmoothMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (12)
4700 smoothed vertexes
— MergeMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (24)
311 surfaces merged
78320 vertexes merged
— FilterDrawsurfsIntoTree —
1164 references
328 (328) emitted drawsurfs
8854 stripped face surfaces
6 fanned face surfaces
0 surface models generated
0 SURFACE_BAD surfaces
0 SURFACE_FACE surfaces
0 SURFACE_PATCH surfaces
17 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FORCED_META surfaces
311 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
1107 redundant indexes supressed, saving 4 Kbytes
— FixBrushSides —
— EndModel —
— WriteSurfaceExtraFile —
Writing D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.srf
Writing D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.bsp
Storing lightgrid: 0 points
131 seconds elapsedC:\Program Files\GtkRadiant>C:/PROGRA~1/GTKRAD~1/q3map2 -game sof2 -vis -savepr
t “D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.map”
2.3.33
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.33
GtkRadiant - v1.2.11 Dec 8 2002 20:00:03
That by which our intrepid protagonist mislaid his way
VFS Init: D:/games/Soldier of Fortune II - Double Helix/base/— Vis —
saveprt = true
Loading D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.bsp
Loading D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.prt
322 portalclusters
904 numportals
631 numfaces
1808 active portals
0 hint portals
visdatasize:15464— BasePortalVis (1808) —
0…1…2…3…4…5…6…7…8…9… (0)
6 average number of passages per leaf
1 MB required passage memory— CreatePassages (1808) —
0…1…2…3…4…5…6…7…8…9… (1)— PassagePortalFlow (1808) —
0…1…2…3…4…5…6…7…8…9… (12)
creating leaf vis…
Total visible clusters: 76216
Average clusters visible: 236
Writing D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.bsp
Storing lightgrid: 0 points
17 seconds elapsedC:\Program Files\GtkRadiant>C:/PROGRA~1/GTKRAD~1/q3map2 -v -game sof2 -light -f
ast -super 2 -filter -bounce 8 “D:/games/Soldier of Fortune II - Double Helix/ba
se/maps/terraintest.map”
2.3.33
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.33
GtkRadiant - v1.2.11 Dec 8 2002 20:00:03
That by which our intrepid protagonist mislaid his way
— InitPaths —
Searching for “soldier” in “C:/PROGRA~1/GTKRAD~1/q3map2” (0)…
Searching for “soldier” in “-light” (1)…
Searching for “soldier” in “-fast” (2)…
Searching for “soldier” in “-super” (3)…
Searching for “soldier” in “2” (4)…
Searching for “soldier” in “-filter” (5)…
Searching for “soldier” in “-bounce” (6)…
Searching for “soldier” in “8” (7)…
Searching for “soldier” in “D:/games/Soldier of Fortune II - Double Helix/base/m
aps/terraintest.map” (8)…
VFS Init: D:/games/Soldier of Fortune II - Double Helix/base/— Light —
Fast mode enabled
Supersampling enabled with 4 sample(s) per lightmap texel
Lightmap filtering enabled
Radiosity enabled with 8 bounce(s)
Map has shader script D:/games/Soldier of Fortune II - Double Helix/base/maps/…
/shaders/q3map2_terraintest.shader
entering shaders/shaderlist.txt
entering shaders/airport.shader
entering shaders/armory.shader
entering shaders/armory_models.shader
entering shaders/average_armor.shader
entering shaders/average_sleeves.shader
entering shaders/aztec.shader
entering shaders/aztec2.shader
WARNING: Couldn’t find image for shader textures/aztec2/terrain_base
entering shaders/bolt_ons.shader
entering shaders/cemetery.shader
entering shaders/chunks.shader
entering shaders/colombia.shader
entering shaders/colombia_models.shader
entering shaders/colors.shader
entering shaders/common.shader
entering shaders/common_models.shader
entering shaders/decals.shader
entering shaders/dustball.shader
entering shaders/effects.shader
entering shaders/finca.shader
entering shaders/finca_models.shader
entering shaders/fogs.shader
entering shaders/gfx.shader
entering shaders/gore.shader
entering shaders/hongkong.shader
entering shaders/hongkong_models.shader
entering shaders/hospital.shader
entering shaders/hospital_models.shader
entering shaders/ik_light.shader
entering shaders/ik_sky.shader
entering shaders/jordan.shader
entering shaders/jordan_models.shader
entering shaders/kamchatka.shader
entering shaders/kamchatka_models.shader
entering shaders/liner.shader
entering shaders/liner_models.shader
entering shaders/menu.shader
entering shaders/metashader.shader
entering shaders/mudriver.shader
entering shaders/prague.shader
entering shaders/roam.shader
entering shaders/shop.shader
entering shaders/skies.shader
entering shaders/skingore.shader
entering shaders/snow.shader
entering shaders/sprites.shader
entering shaders/suit_long_coat.shader
entering shaders/suit_sleeves.shader
entering shaders/test.shader
entering shaders/tools.shader
entering shaders/weapons.shader
4418 shaderInfo
Loading D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.bsp
Loading D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.srf
WARNING: Couldn’t find image for shader models/objects/colombia/jungle/tree09_sh
d_bsp
WARNING: Couldn’t find image for shader models/objects/colombia/jungle/tree09b_s
hd_bsp
WARNING: Couldn’t find image for shader models/objects/colombia/jungle/tree09c_s
hd_bsp
WARNING: Couldn’t find image for shader models/objects/colombia/jungle/tree09_bs
p
WARNING: Couldn’t find image for shader textures/metashader/col2_2to3
WARNING: Couldn’t find image for shader textures/metashader/col2_1to3
WARNING: Couldn’t find image for shader textures/metashader/col2_1to2
WARNING: Couldn’t find image for shader textures/metashader/col2_0to2
WARNING: Couldn’t find image for shader textures/metashader/col2_0to1
WARNING: Couldn’t find image for shader textures/metashader/col2_3
WARNING: Couldn’t find image for shader textures/metashader/col2_2
WARNING: Couldn’t find image for shader textures/metashader/col2_1
WARNING: Couldn’t find image for shader textures/metashader/col2_0
WARNING: Couldn’t find image for shader textures/fogs/col9
— SetupBrushes —
34 opaque brushes
— SetupSurfaceLightmaps —
328 surfaces
76 raw lightmaps
232 surfaces vertex lit
96 surfaces lightmapped
96 planar surfaces lightmapped
0 non-planar surfaces lightmapped
0 patches lightmapped
0 planar patches lightmapped
— SetupGrid —
Grid size = { 128, 128, 256 }
29575 grid points
— CreateLights —
Sun: textures/skies/dm_col1
Sun: textures/skies/sam
0 point lights
0 spotlights
598 diffuse (area) lights
2 sun/sky lights
— SetupEnvelopes (fast) —
609 total lights
1 culled lights
— TraceGrid —
0…1…2…3…4…5…6…7…8…9… (15)
65 x 65 x 7 = 29575 grid
14086203 grid points envelope culled
4144 grid points bounds culled
— MapRawLightmap —
0…1…2…3…4…5…6…7…8…9… (4)
244196 luxels
218917 luxels mapped
72 luxels occluded
— SetupEnvelopes (fast) —
609 total lights
0 culled lights
— IlluminateRawLightmap —
0…1…2…3…4…5…6…7…8…9… (102)
218917 luxels illuminated
— IlluminateVertexes —
0…1…2…3…4…5…6…7…8…9… (20)
8002 vertexes illuminated
3153 lights plane culled
120467 lights envelope culled
0 lights bounds culled
42458 lights cluster culled— Radiosity (bounce 1 of 8) —
— StoreSurfaceLightmaps —
Subsampling…collapsing…sorting…allocating…storing…projecting…done.
57295 luxels used
81920 luxels stored (69.94% efficiency)
10 identical surface lightmaps, using 862 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
5 BSP lightmaps
5 total lightmaps
Writing D:/games/Soldier of Fortune II - Double Helix/base/maps/terraintest.bsp
Storing lightgrid: 29575 points
— RadCreateDiffuseLights —
0…1…2…3…4…5…6…7…8…9… (11)
320 diffuse surfaces
26032 total diffuse lights
12313 brush diffuse lights
0 patch diffuse lights
0 triangle diffuse lights
— SetupEnvelopes (fast) —
25962 total lights
70 culled lights
— IlluminateRawLightmap —
0…1…2…3…4…5…6…7…8…
). It’s just SLOOOOOOOOOW. 2 hours 45 minutes to get to bounce 2…