I'm having a lot of trouble with specular reflections. This decal from CS:S is lighting up insanely brightly even in what should be near-darkness.
-snip-
I sort-of fixed it by rebuilding cube maps with the light flipped off instead of on.
-snip-
I have a really big city-type map, no idea how to use skip/hint brushes or where to put them. Any one give me any tips? I've watched countless YouTube videos on it, but they all use small, closed in maps.
Hmm wondering about this again for some reason, but would it ever be possible to create a Hammer like client where two or maybe even more users could work on a map at the same time in the same session? Like a cooperative sort of thing.
Probably been asked about before and it's most likely completely impossible with Hammer as it is, but the idea still intrigues me.
[QUOTE=Ereunity;38959994]Or you may have unsupported entities in your map that are causing the game to crash or you have compiled it with the wrong vbsp/vvis/vrad.
I thought episode two used the 2007 compilers? Your log says it used the 2009 one?[/QUOTE]
I'm using no custom ents, it was using the same vbsp/vvis/vrad when it was work to the time it stopped working. Also ep2 does use 2009.
[QUOTE=VIOLATION_SNG;38979318]Hmm wondering about this again for some reason, but would it ever be possible to create a Hammer like client where two or maybe even more users could work on a map at the same time in the same session? Like a cooperative sort of thing.
Probably been asked about before and it's most likely completely impossible with Hammer as it is, but the idea still intrigues me.[/QUOTE]
Isn't that what instances do?
Anyway after going back to an auto save I was able to continue working on my map. Now I have another question how do I make a combine soldier move from where it spawns (npc_maker_template). When the combine soldier spawns he just stands there and the player can't see him because he spawns behind a building that is inaccessible to the player.
Did anyone figured out how to get a blur effect like in Dear Esther (the cave parts)? As far as i know Briscoe used a special texture for that
[QUOTE=Cyrill Jones;38960359]Name the door. In the glass entity type in the name of the door into the Parent name box.[/QUOTE]
Do I make the glass a func_door_rotating too?
No, just make it a func_detail if you want an unbreakable window or func_breakable if not.
[QUOTE=GoldPlatinum;38982525]Did anyone figured out how to get a blur effect like in Dear Esther (the cave parts)? As far as i know Briscoe used a special texture for that[/QUOTE]
Well if it was a texture than I would assume that he used env_screenoverlay
i don't know if this is an issue that is easily solved but if i tried to search for a solution i wouldn't know what to type, being a novice and all
[media]http://www.youtube.com/watch?v=FrL61fdotw0[/media]
All the models are prop_statics, i tried using -StaticPropLighting but that makes the map go fullbright
The video is private.
[QUOTE=TCB;38985780]The video is private.[/QUOTE]
well this is annoying, looks like youtube got rid of the unlisted option. oh well it should work now
Noob question: In creating a map for TTT, how do I add traitor weapons like a knife to the map?
I configured hammer for TTT and everything else in badking's mapping guide ([url]http://ttt.badking.net/mapping-guide[/url]).
I've got some noobish questions.
1. I've noticed a lot of custom props I want to add to a map I've made havn't been updated to work for Gmod 13, would they still work if I put them in a map for gmod? (and yes I'll credit the owners :L)
2. I'm very new to mapping, yet I'm trying to make a HDR skybox. I've gone through the tutorials like this one [URL="http://spockjedi.webs.com/HDR%20TUTORIAL.html"](LINK) [/URL]. But I've pretty much made the skybox from photoshop, I didn't use programs such as Vue or Terragen. Though I used other programs like GIMP and VTFedit later on, would their be some encoded information from using those skybox programs that wouldn't allow it to work on SDK? (cause mine is showing up textureless)
[QUOTE=NA_PREDATOR;38985728]i don't know if this is an issue that is easily solved but if i tried to search for a solution i wouldn't know what to type, being a novice and all
[media]http://www.youtube.com/watch?v=FrL61fdotw0[/media]
All the models are prop_statics, i tried using -StaticPropLighting but that makes the map go fullbright[/QUOTE]
Usually I would recommend not using models for everything since source uses baked lightmaps only on brushes. What you could do is try compiling with -Staticproplighting and -staticproppolys
[QUOTE=Firegod522;38987376]Usually I would recommend not using models for everything since source uses baked lightmaps only on brushes. What you could do is try compiling with -Staticproplighting and -staticproppolys[/QUOTE]
that also makes the map fullbright
[QUOTE=NA_PREDATOR;38987479]that also makes the map fullbright[/QUOTE]
Compile with those and post your compile log.
[QUOTE=NA_PREDATOR;38987479]that also makes the map fullbright[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Expert_compile_mode[/url]
Add those into your light_exe in front of -game
Another noob question. How do I import textures from another map via SDK?
[QUOTE=Knifey;38987313]
2. I'm very new to mapping, yet I'm trying to make a HDR skybox. I've gone through the tutorials like this one [URL="http://spockjedi.webs.com/HDR%20TUTORIAL.html"](LINK) [/URL]. But I've pretty much made the skybox from photoshop, I didn't use programs such as Vue or Terragen. Though I used other programs like GIMP and VTFedit later on, would their be some encoded information from using those skybox programs that wouldn't allow it to work on SDK? (cause mine is showing up textureless)[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/HDR_Skybox_Creation[/url]
[QUOTE=GoldPlatinum;38982525]Did anyone figured out how to get a blur effect like in Dear Esther (the cave parts)? As far as i know Briscoe used a special texture for that[/QUOTE]
Id like to hear more opinions on that
[QUOTE=Shirky;38987515]Compile with those and post your compile log.[/QUOTE]
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\marksoundy\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17"
Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\gameinfo.txt
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky46*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky46*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (63286 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 313 texinfos to 20
Reduced 10 texdatas to 8 (378 bytes to 341)
Writing c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\marksoundy\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17"
Valve Software - vvis.exe (Oct 31 2012)
4 threads
reading c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp
reading c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.prt
156 portalclusters
287 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: 24336
Average clusters visible: 156
Building PAS...
Average clusters audible: 156
visdatasize:7492 compressed from 7488
writing c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\marksoundy\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game -staticproplighting -staticproppolys "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
Command line: "c:\program files (x86)\steam\steamapps\marksoundy\sourcesdk\bin\orangebox\bin\vrad.exe" "-game" "-staticproplighting" "-staticproppolys" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17"
usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-fastambient : Per-leaf ambient sampling is lower quality to save compute time.
-final : High quality processing. equivalent to -extrasky 16.
-extrasky n : trace N times as many rays for indirect light and sky ambient.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-dumptrace : Write ray-tracing environment to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
-LargeDispSampleRadius: This can be used if there are splotches of bounced light
on terrain. The compile will take longer, but it will gather
light across a wider area.
-StaticPropLighting : generate backed static prop vertex lighting
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
-textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
-noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static props
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp"
[/code]
[editline]27th December 2012[/editline]
[QUOTE=Firegod522;38987583][url]https://developer.valvesoftware.com/wiki/Expert_compile_mode[/url]
Add those into your light_exe in front of -game[/QUOTE]
i don't know what you want me to do with that,
I am fairly new to mapping, but I want to make a crashing elevator for my mod, can someone give me any tip how to do it?
It's supposed to be like the Blue Shift elevator crash, by the way.
I can't get overlays to appear correctly within hammer or in compiled maps.
[video=youtube;X5H13tOoVkA]http://www.youtube.com/watch?v=X5H13tOoVkA[/video]
I've gone through the settings and tried some things I've found from these different pages (but I am a newbie, its possible I didn't do everything right)
[url]http://forums.tf2maps.net/showthread.php?t=19288[/url]
[url]http://forums.tf2maps.net/showthread.php?p=43610[/url]
Things I know I've tried
- adjusting the overlay to snap it into different boundaries on the brush
- changing render-order to 3 in properties of overlay
- used point select to verify "brush faces" surface was properly selected
[QUOTE]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\justin_time_out\sourcesdk\bi n\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\justin_time_out\half-life 2\hl2" "C:\Users\justinr\Desktop\starbase1\sb2-deck.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\justin_time_out\half-life 2\hl2\materials
Loading C:\Users\justinr\Desktop\starbase1\sb2-deck.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\justin_time_out\half-life 2\hl2\gameinfo.txt
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\justinr\Desktop\starbase1\sb2-deck.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (29928 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 93 texinfos to 40
Reduced 17 texdatas to 9 (462 bytes to 171)
Writing C:\Users\justinr\Desktop\starbase1\sb2-deck.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\justin_time_out\sourcesdk\bi n\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\justin_time_out\half-life 2\hl2" "C:\Users\justinr\Desktop\starbase1\sb2-deck"
Valve Software - vvis.exe (Sep 15 2011)
8 threads
reading c:\users\justinr\desktop\starbase1\sb2-deck.bsp
reading c:\users\justinr\desktop\starbase1\sb2-deck.prt
80 portalclusters
184 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 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4164
Average clusters visible: 52
Building PAS...
Average clusters audible: 80
visdatasize:2262 compressed from 2560
writing c:\users\justinr\desktop\starbase1\sb2-deck.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\justin_time_out\sourcesdk\bi n\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\justin_time_out\half-life 2\hl2" "C:\Users\justinr\Desktop\starbase1\sb2-deck"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\justinr\desktop\starbase1\sb2-deck.bsp
Setting up ray-trace acceleration structure... Done (0.10 seconds)
404 faces
88220 square feet [12703763.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
404 patches before subdivision
11544 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1258189, max 334
transfer lists: 9.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(8750, 9383, 9450)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2173, 2540, 2433)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(696, 868, 810)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(194, 261, 233)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(58, 83, 72)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(17, 26, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(5, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0116 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 95/8192 1140/98304 ( 1.2%)
brushsides 774/65536 6192/524288 ( 1.2%)
planes 312/65536 6240/1310720 ( 0.5%)
vertexes 715/65536 8580/786432 ( 1.1%)
nodes 228/65536 7296/2097152 ( 0.3%)
texinfos 40/12288 2880/884736 ( 0.3%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 404/65536 22624/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 109/65536 6104/3670016 ( 0.2%)
leaves 230/65536 7360/2097152 ( 0.4%)
leaffaces 434/65536 868/131072 ( 0.7%)
leafbrushes 336/65536 672/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2372/512000 9488/2048000 ( 0.5%)
edges 1347/256000 5388/1024000 ( 0.5%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 64/32768 640/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 819/65536 1638/131072 ( 1.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 1661296/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2262/16777216 ( 0.0%)
entdata [variable] 1893/393216 ( 0.5%)
LDR ambient table 230/65536 920/262144 ( 0.4%)
HDR ambient table 230/65536 920/262144 ( 0.4%)
LDR leaf ambient 591/65536 16548/1835008 ( 0.9%)
HDR leaf ambient 230/65536 6440/1835008 ( 0.4%)
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] 1/12 ( 8.3%)
pakfile [variable] 213337/0 ( 0.0%)
physics [variable] 29928/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1108
Writing c:\users\justinr\desktop\starbase1\sb2-deck.bsp
11 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\justinr\Desktop\starbase1\sb2-deck.bsp" "c:\program files (x86)\steam\steamapps\justin_time_out\half-life 2\hl2\maps\sb2-deck.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 220 -game "c:\program files (x86)\steam\steamapps\justin_time_out\half-life 2\hl2" +sv_lan 1 -dev -console +map "sb2-deck"
[/QUOTE]
So now what I did is just uploaded a video of what happens when I simply try to apply an overlay to a block wall (a brush is what I think its called) and run the map. (will link youtube video once it finishes uploading)
Video contents:
Select overlay,
apply to brush,
move around to show flashing glitch,
run map
show more glitch
[edit]
Found out that overlays are a specific sort of texture, and that I can't just use any old texture as an overlay. Is that the case or am I missing something
[QUOTE=NA_PREDATOR;38991804][code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\marksoundy\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game -staticproplighting -staticproppolys "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
Command line: "c:\program files (x86)\steam\steamapps\marksoundy\sourcesdk\bin\orangebox\bin\vrad.exe" "-game" "-staticproplighting" "-staticproppolys" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17"
usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-fastambient : Per-leaf ambient sampling is lower quality to save compute time.
-final : High quality processing. equivalent to -extrasky 16.
-extrasky n : trace N times as many rays for indirect light and sky ambient.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-dumptrace : Write ray-tracing environment to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
-LargeDispSampleRadius: This can be used if there are splotches of bounced light
on terrain. The compile will take longer, but it will gather
light across a wider area.
-StaticPropLighting : generate backed static prop vertex lighting
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
-textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
-noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static props
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp"
[/code]
I don't know what you want me to do with that,[/QUOTE]
The lines above show that vrad isnt running because your command line switches are wrong.
right now they are:"-game -staticproplighting -staticproppolys"
they need to be: "-staticproplighting -staticproppolys -game"
[QUOTE=Fire639;38996671]The lines above show that vrad isnt running because your command line switches are wrong.
right now they are:"-game -staticproplighting -staticproppolys"
they need to be: "-staticproplighting -staticproppolys -game"[/QUOTE]
it worked and after doing it everything looked a lot darker but not pitch black, as i go further around the map on the insides though everything is pitch black except for the other models which are nearby the lights
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\marksoundy\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17"
Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\gameinfo.txt
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky46*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky46*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (63286 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 313 texinfos to 20
Reduced 10 texdatas to 8 (378 bytes to 341)
Writing c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\marksoundy\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17"
Valve Software - vvis.exe (Oct 31 2012)
4 threads
reading c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp
reading c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.prt
156 portalclusters
287 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: 24336
Average clusters visible: 156
Building PAS...
Average clusters audible: 156
visdatasize:7492 compressed from 7488
writing c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\marksoundy\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -staticproplighting -staticproppolys -game "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp
Setting up ray-trace acceleration structure... Done (15.39 seconds)
389 faces
3622380 square feet [521622784.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
389 patches before subdivision
551 patches after subdivision
sun extent from map=0.000000
139 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 0, max 0
transfer lists: 0.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0000 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
89 of 89 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (18)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 161/8192 1932/98304 ( 2.0%)
brushsides 1448/65536 11584/524288 ( 2.2%)
planes 1944/65536 38880/1310720 ( 3.0%)
vertexes 543/65536 6516/786432 ( 0.8%)
nodes 677/65536 21664/2097152 ( 1.0%)
texinfos 20/12288 1440/884736 ( 0.2%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 389/65536 21784/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 31/65536 1736/3670016 ( 0.0%)
leaves 694/65536 22208/2097152 ( 1.1%)
leaffaces 389/65536 778/131072 ( 0.6%)
leafbrushes 609/65536 1218/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1687/512000 6748/2048000 ( 0.3%)
edges 887/256000 3548/1024000 ( 0.3%)
LDR worldlights 139/8192 12232/720896 ( 1.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 14708/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7492/16777216 ( 0.0%)
entdata [variable] 127968/393216 (32.5%)
LDR ambient table 694/65536 2776/262144 ( 1.1%)
HDR ambient table 694/65536 2776/262144 ( 1.1%)
LDR leaf ambient 324/65536 9072/1835008 ( 0.5%)
HDR leaf ambient 694/65536 19432/1835008 ( 1.1%)
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] 1/47004 ( 0.0%)
pakfile [variable] 2042198/0 ( 0.0%)
physics [variable] 63286/4194304 ( 1.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 1
Total triangle count: 785
Writing c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp
39 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp" "c:\program files (x86)\steam\steamapps\marksoundy\half-life 2 deathmatch\hl2mp\maps\mgttest17.bsp"
[/code]
How would I cut this:
[IMG]http://speedcap.net/sharing/files/7f/f8/7ff807432ce77e19b4a68e8bfbbaa2c4.png[/IMG]
To look like this:
[IMG]http://speedcap.net/sharing/files/65/77/6577787340a8d7ee5b3013c317419347.png[/IMG]
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