[QUOTE=vexx21322;34925957]Alright, then I can't think of what would cause it at the top of my head.[/QUOTE]
That's fine. I will post the log and hammer screenshot when i get home like i said, but that will be another four hours.
Hey fellas, some of you might remember me from the Half-Life 2: Sandbox mapper recruitment thread a few months back.
I have a question regarding props in maps: how frequently they're used, and if there are some or any major differences in usage across places of interest such as City 17, Ravenholm, the Citadel, White Forest, and so on.
In my mod, I'm considering a quick list which displays props that are already precached and used on the current map when you first load. If there are none, this quick list won't show up or it'll be greyed out. For example purposes, this isn't done below:
[t]http://i.imgur.com/TwqXP.jpg[/t]
What's also provided is a few lists of props seen in other major locations in the Half-Life 2 universe. What first comes to mind is that there are a few junk props (as categories in the models folder) that appear across various levels. I assume a majority of these props would be seen in all of the seen quick lists, and more. This sort of devalues this approach to listing props by regions.
What I'm here to ask is, should I scrap this concept of listing props by region due to their frequent usage across various locales, simply remove common props found across regions, or mimic categorization by what's already found in the ./models directory?
I figured this would be an okay place to ask this question due to you folks having a feel for what's acceptable to put in a map themed around the Coast, White Forest, downtown City 17, and so on.
[CODE]materialPath: c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/wip/nature/blenddirtdirt001a_wvt_patch
Patching WVT material: maps/wip/nature/blendcliffgrass001a_wvt_patch
Patching WVT material: maps/wip/nature/blendgrassgravel001a_wvt_patch
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 548 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.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_05*.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 (1) (749549 bytes)
Error! prop_static using model "models/props_c17/furniturewashingmachine001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturewashingmachine001a.mdl"!
Error! prop_static using model "models/props_debris/concrete_cynderblock001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/concrete_cynderblock001.mdl"!
Error! To use model "models/props_foliage/tree_slice01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/tree_slice01.mdl"!
Error! To use model "models/props_foliage/tree_slice02.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/tree_slice02.mdl"!
Error! To use model "models/props_foliage/rock_forest01b.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/rock_forest01b.mdl"!
Error! prop_static using model "models/props_interiors/furniture_lamp01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_lamp01a.mdl"!
Error! prop_static using model "models/props_c17/furnitureradiator001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnitureradiator001a.mdl"!
Error! prop_static using model "models/props_c17/furniturefridge001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturefridge001a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_couch01a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_couch02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_couch02a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_chair03a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_chair03a.mdl"!
Error! To use model "models/props_lab/scrapyarddumpster.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/scrapyarddumpster.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
..10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4483 texinfos to 2669
Reduced 473 texdatas to 404 (16111 bytes to 14294)
Writing C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip.bsp
10 seconds elapsed
2 threads
reading c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.bsp
reading c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.prt
1450 portalclusters
4288 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)\steam\steamapps\mastercilona\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/wip/nature/blenddirtdirt001a_wvt_patch
Patching WVT material: maps/wip/nature/blendcliffgrass001a_wvt_patch
Patching WVT material: maps/wip/nature/blendgrassgravel001a_wvt_patch
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 548 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.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_05*.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 (1) (749549 bytes)
Error! prop_static using model "models/props_c17/furniturewashingmachine001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturewashingmachine001a.mdl"!
Error! prop_static using model "models/props_debris/concrete_cynderblock001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/concrete_cynderblock001.mdl"!
Error! To use model "models/props_foliage/tree_slice01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/tree_slice01.mdl"!
Error! To use model "models/props_foliage/tree_slice02.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/tree_slice02.mdl"!
Error! To use model "models/props_foliage/rock_forest01b.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/rock_forest01b.mdl"!
Error! prop_static using model "models/props_interiors/furniture_lamp01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_lamp01a.mdl"!
Error! prop_static using model "models/props_c17/furnitureradiator001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnitureradiator001a.mdl"!
Error! prop_static using model "models/props_c17/furniturefridge001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturefridge001a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_couch01a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_couch02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_couch02a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_chair03a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_chair03a.mdl"!
Error! To use model "models/props_lab/scrapyarddumpster.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/scrapyarddumpster.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
..10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4483 texinfos to 2669
Reduced 473 texdatas to 404 (16111 bytes to 14294)
Writing C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip.bsp
10 seconds elapsed
2 threads
reading c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.bsp
reading c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.prt
1450 portalclusters
4288 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 2656 visible clusters (0.00%)
Total clusters visible: 807861
Average clusters visible: 557
Building PAS...
Average clusters audible: 1291
visdatasize:464651 compressed from 533600
writing c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.bsp
2 hours, 58 minutes, 55 seconds elapsed
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\mastercilona\sourcesdk\bin\source2009\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.bsp
10116 faces
2 degenerate faces
4493180 square feet [647017984.00 square inches]
95 Displacements
464399 Square Feet [66873512.00 Square Inches]
10114 patches before subdivision
163328 patches after subdivision
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 312.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 223.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 242.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 293.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 375.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 375.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
91 direct lights
0...1...2...3...4...5...6... warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 24707997, max 1913
transfer lists: 188.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1174847, 915440, 399806)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(398369, 296765, 112669)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(115484, 79534, 24606)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(42909, 28109, 7738)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(14964, 9132, 2155)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(5660, 3278, 690)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2118, 1154, 214)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(814, 420, 70)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(314, 153, 23)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(123, 57, 8)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(48, 21, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(19, 8, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(8, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1586 sec>
0...1...2...3...4...5...6... warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
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 Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 146/1024 7008/49152 (14.3%)
brushes 1992/8192 23904/98304 (24.3%)
brushsides 14603/65536 116824/524288 (22.3%)
planes 10042/65536 200840/1310720 (15.3%)
vertexes 15806/65536 189672/786432 (24.1%)
nodes 3860/65536 123520/2097152 ( 5.9%)
texinfos 2669/12288 192168/884736 (21.7%)
texdata 404/2048 12928/65536 (19.7%)
dispinfos 95/0 16720/0 ( 0.0%)
disp_verts 7695/0 153900/0 ( 0.0%)
disp_tris 12160/0 24320/0 ( 0.0%)
disp_lmsamples 673564/0 673564/0 ( 0.0%)
faces 10116/65536 566496/3670016 (15.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6862/65536 384272/3670016 (10.5%)
leaves 4007/65536 128224/2097152 ( 6.1%)
leaffaces 12325/65536 24650/131072 (18.8%)
leafbrushes 3789/65536 7578/131072 ( 5.8%)
areas 4/256 32/2048 ( 1.6%)
surfedges 76430/512000 305720/2048000 (14.9%)
edges 47357/256000 189428/1024000 (18.5%)
LDR worldlights 91/8192 8008/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 919/32768 9190/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 20295/65536 40590/131072 (31.0%)
cubemapsamples 28/1024 448/16384 ( 2.7%)
overlays 47/512 16544/180224 ( 9.2%)
LDR lightdata [variable] 6435996/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 464651/16777216 ( 2.8%)
entdata [variable] 354994/393216 (90.3%) VERY FULL!
LDR ambient table 4007/65536 16028/262144 ( 6.1%)
HDR ambient table 4007/65536 16028/262144 ( 6.1%)
LDR leaf ambient 14691/65536 411348/1835008 (22.4%)
HDR leaf ambient 4007/65536 112196/1835008 ( 6.1%)
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] 1/45534 ( 0.0%)
pakfile [variable] 3141782/0 ( 0.0%)
physics [variable] 749549/4194304 (17.9%)
physics terrain [variable] 30531/1048576 ( 2.9%)
Level flags = 0
Total triangle count: 28706
Writing c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.bsp
4 minutes, 16 seconds elapsed
[/CODE]
[editline]29th February 2012[/editline]
[IMG]http://i596.photobucket.com/albums/tt41/mastercilona/fpskyboxhelp.png[/IMG]
There is water in the skybox i just hid it so you could get a better look at the area that's not compiling in game.
Error! prop_static using model "models/props_c17/furniturewashingmachine001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturewashingmachine001a.mdl"!
Error! prop_static using model "models/props_debris/concrete_cynderblock001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/concrete_cynderblock001.mdl"!
Error! To use model "models/props_foliage/tree_slice01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/tree_slice01.mdl"!
Error! To use model "models/props_foliage/tree_slice02.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/tree_slice02.mdl"!
Error! To use model "models/props_foliage/rock_forest01b.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/rock_forest01b.mdl"!
Error! prop_static using model "models/props_interiors/furniture_lamp01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_lamp01a.mdl"!
Error! prop_static using model "models/props_c17/furnitureradiator001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnitureradiator001a.mdl"!
Error! prop_static using model "models/props_c17/furniturefridge001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturefridge001a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_couch01a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_couch02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_couch02a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_chair03a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_chair03a.mdl"!
Error! To use model "models/props_lab/scrapyarddumpster.mdl"
with prop_static, it must be compiled with $staticprop!
Change all those to the right prop type.
Firegod will know about the lighting error...looks like some fucked lighting issues though.
Your ent data is very high and your vis data is very low...have you been func_detailing walls, floors and ceilings?
[QUOTE=amcfaggot;34930759]Hey fellas, some of you might remember me from the Half-Life 2: Sandbox mapper recruitment thread a few months back.
I have a question regarding props in maps: how frequently they're used, and if there are some or any major differences in usage across places of interest such as City 17, Ravenholm, the Citadel, White Forest, and so on.
In my mod, I'm considering a quick list which displays props that are already precached and used on the current map when you first load. If there are none, this quick list won't show up or it'll be greyed out. For example purposes, this isn't done below:
[t]http://i.imgur.com/TwqXP.jpg[/t]
What's also provided is a few lists of props seen in other major locations in the Half-Life 2 universe. What first comes to mind is that there are a few junk props (as categories in the models folder) that appear across various levels. I assume a majority of these props would be seen in all of the seen quick lists, and more. This sort of devalues this approach to listing props by regions.
What I'm here to ask is, should I scrap this concept of listing props by region due to their frequent usage across various locales, simply remove common props found across regions, or mimic categorization by what's already found in the ./models directory?
I figured this would be an okay place to ask this question due to you folks having a feel for what's acceptable to put in a map themed around the Coast, White Forest, downtown City 17, and so on.[/QUOTE]
What you could try is, make another category for common props. If a prop is found in more than one region x times, it will go in common.
[QUOTE=mcilona;34930784]
[editline]29th February 2012[/editline]
[IMG]http://i596.photobucket.com/albums/tt41/mastercilona/fpskyboxhelp.png[/IMG]
There is water in the skybox i just hid it so you could get a better look at the area that's not compiling in game.[/QUOTE]
Going to look through it and edit my post with what I find.
[Editline]a[/Editline]
Besides what IronPhoenix already said, you have 2 degenerate faces.
unfortunately, this can be really hard to find which faces they are.
Someone should be able to explain futher and help you solve that, as I really don't know how (besides going through with the cordon tool and masking off zones until you find them).
probably should have focussed the other viewports on the 3d skybox. whoops.
[code]light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
(more of these below)[/code]
Change the "0 percent falloff distance" value of your lights to something higher than the "50 percent falloff distance" value.
[QUOTE=vexx21322;34930848]What you could try is, make another category for common props. If a prop is found in more than one region x times, it will go in common.
Going to look through it and edit my post with what I find.
[Editline]a[/Editline]
Besides what IronPhoenix already said, you have 2 degenerate faces.
unfortunately, this can be really hard to find which faces they are.
Someone should be able to explain futher and help you solve that, as I really don't know how (besides going through with the cordon tool and masking off zones until you find them).[/QUOTE]
alright, i will research a bit more on the problem. thanks for pointing me in the right direction.
[editline]29th February 2012[/editline]
[QUOTE=cwook;34930938][code]light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 286.000000 but _zero_percent_distance of 0.000000
(more of these below)[/code]
Change the "0 percent falloff distance" value of your lights to something higher than the "50 percent falloff distance" value.[/QUOTE]
okay thank you.
[QUOTE=IronPhoenix;34930831]Error! prop_static using model "models/props_c17/furniturewashingmachine001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturewashingmachine001a.mdl"!
Error! prop_static using model "models/props_debris/concrete_cynderblock001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/concrete_cynderblock001.mdl"!
Error! To use model "models/props_foliage/tree_slice01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/tree_slice01.mdl"!
Error! To use model "models/props_foliage/tree_slice02.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/tree_slice02.mdl"!
Error! To use model "models/props_foliage/rock_forest01b.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/rock_forest01b.mdl"!
Error! prop_static using model "models/props_interiors/furniture_lamp01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_lamp01a.mdl"!
Error! prop_static using model "models/props_c17/furnitureradiator001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnitureradiator001a.mdl"!
Error! prop_static using model "models/props_c17/furniturefridge001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturefridge001a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_couch01a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_couch02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_couch02a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_chair03a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_chair03a.mdl"!
Error! To use model "models/props_lab/scrapyarddumpster.mdl"
with prop_static, it must be compiled with $staticprop!
Change all those to the right prop type.
Firegod will know about the lighting error...looks like some fucked lighting issues though.
Your ent data is very high and your vis data is very low...have you been func_detailing walls, floors and ceilings?[/QUOTE]
sorry i just now noticed your response and no i haven't been func_detailing walls and such, only things i find appropriate like stairs and other things that don't seal areas. I do have a very wide open map with few buildings, I don't know if that would have to do anything with the low vis data though. As for the lighting in game i haven't noticed anything terrible really. The only thing worth mentioning about lighting that I've noticed in game was a flickering surface in one of the buildings, but that's about it.
Oh and as for the ent data, nearly every window in my map is a func_breakable if that has to do with anything.
[QUOTE=mcilona;34941877]sorry i just now noticed your response and no i haven't been func_detailing walls and such, only things i find appropriate like stairs and other things that don't seal areas. I do have a very wide open map with few buildings, I don't know if that would have to do anything with the low vis data though. As for the lighting in game i haven't noticed anything terrible really. The only thing worth mentioning about lighting that I've noticed in game was a flickering surface in one of the buildings, but that's about it.
Oh and as for the ent data, nearly every window in my map is a func_breakable if that has to do with anything.[/QUOTE]
Yeh, the breakables will do it.
Doesn't matter, i just thought it was a bit odd.
[QUOTE=IronPhoenix;34948779]Yeh, the breakables will do it.
Doesn't matter, i just thought it was a bit odd.[/QUOTE]
okay then, thanks for the help.
Quick question; how do you get spawn points to work in gmod? I have a couple info player starts scattered about but they seem to not make any difference. Everytime i load up the map i just spawn at the grid origin.
[QUOTE=mcilona;34954830]Quick question; how do you get spawn points to work in gmod? I have a couple info player starts scattered about but they seem to not make any difference. Everytime i load up the map i just spawn at the grid origin.[/QUOTE]
info_player_start.
That's all you need.
[QUOTE=vexx21322;34954857]info_player_start.
That's all you need.[/QUOTE]
Hmm, i dont know why they aren't working then. Could it be because of how close they are to the ground?
[QUOTE=mcilona;34955012]Hmm, i dont know why they aren't working then. Could it be because of how close they are to the ground?[/QUOTE]
The feet should rest directly on the ground, or a little above the ground. The bounding box shouldn't be inside anything.
i have a couple of custom entities in one of my map files i made for my server. i was wondering if i could pack all of the files needed to view the entity into the map file (with pakrat) and have it so people dont have to download each file from the server. this would also allow my map to be used elsewhere. without having to download alot of stuff
also a way to prevent npc spawners from spawning npcs under the map on top of the bottom part of the skybox. (tried a trigger that killed it only spammed me (was hoping there was a safegaurd to prevent spawning on a trigger or trigger hurt atleast.) landscape is covered in hills so filling all the area in is out of the question...
[b]EDIT[/b] SOLVED npc spawner issue.
Lowered the bottom part of the skybox out of range of the spawners (DUH....)
My camera lags a lot. Like, really much. Is there anything I can do?
I can move the camera around without even the hint of lag, but when moving it, whether it's with WASD or mouse1+2 it lags like hell.
How can I make a brush (entity or otherwise) act as normal BSP (receive decals, block players, lightmap etc) but not cast any shadows.
I have tried func_brush but it still casts a shadow on my prop.
[QUOTE=Ziirxia;34974184]My camera lags a lot. Like, really much. Is there anything I can do?
I can move the camera around without even the hint of lag, but when moving it, whether it's with WASD or mouse1+2 it lags like hell.[/QUOTE]
What are your system specs? Are you running any other programs at the same time?
One small question if I may. It's normal that npc_pigeon and npc_crow shows in hammer as an npc_seagull (the seagull model)? Haven't tried in-game yet. I'm using ep2 content btw.
[QUOTE=Kommunist;34980758]One small question if I may. It's normal that npc_pigeon and npc_crow shows in hammer as an npc_seagull (the seagull model)? Haven't tried in-game yet. I'm using ep2 content btw.[/QUOTE]
Er, no. My crow shows as a crow. Something must be wrong on your end.
I FOUND OUT. I HAVE TOO MUCH ENT DATA.
[QUOTE=wauterboi;34985519]I FOUND OUT. I HAVE TOO MUCH ENT DATA.[/QUOTE]
wow. that's really hard to do.
[QUOTE=limulus54;34986005]wow. that's really hard to do.[/QUOTE]
And you're probably right, because there's no reason I can see why my map still crashes my game.
*sigh* Gimme a bit and I'll post if I can't figure it out.
[b]EDIT:[/b] It was the fact that my displacements were all jacked up. How? I don't know. That's for me to find out right now.
So I'm making a bridge. Brush nightmare aside, why does this happen when i compile?
[img]http://img706.imageshack.us/img706/2727/hammercz.png[/img]
Everything is on grid and connected in hammer. Also its all of course a func_detail.
[QUOTE=WitheredGryphon;34982553]Er, no. My crow shows as a crow. Something must be wrong on your end.[/QUOTE]
Somehow, when i try and compile a test map, a crow spawns, even tough hammer shows a seagull. Weird thing.
Okay, so the real question is:
I have these birdies:
[img]http://img444.imageshack.us/img444/8476/crows.png[/img]
Basically, I want them to fly and land in that func_detail structure when triggered. Altough i made those hints to start out disabled and become enabled when triggered by a trigger_once, assigned a different hint group for each feathered friend; the little buggers act erratically when the trigger activates. They won't even take off.
Any tips?
I'm having issues with making my trees cast shadows, I've already put all of the correct file names in lights.rad and have also changed the compile settings by adding in -staticproplighting -staticproppolys and -Textureshadows. The first time I compiled a map with these measures taken it worked flawlessly, but now it just doesn't seem to work. Every time I compile, barely any of the trees have the improved shadows sometimes none do. All of the static props have the same properties, apart from their model names, is there something I'm doing wrong?
Stupid question, but how would you go about making a brush that npcs can pass through, but players can't using a texture other than playerclip?
[editline]4th March 2012[/editline]
nvm figured it out
[QUOTE='[yournamehere];34776898']ambient_generics are too quiet when I try to make them play songs out of a radio prop.
Things I've done to narrow it down for you:
Looked through the flags.
Set volume to 10.
Tested volumes > 10, don't work.
Stacked multiple entities, don't work.
I cannot amplify the song without clipping, and the sound file is not abnormally quiet. Help?[/QUOTE]
This is how I did it, Not sure if it's the best way, but for Source target or target (Something along those lines) Type in !player (It'll be in red) But this will make the player the source of the sound.
Anyone know how to fix these?
[IMG]http://desmond.imageshack.us/Himg687/scaled.php?server=687&filename=2012030400006.jpg&res=medium[/IMG]
[IMG]http://desmond.imageshack.us/Himg19/scaled.php?server=19&filename=2012030400008.jpg&res=medium[/IMG]
[IMG]http://desmond.imageshack.us/Himg72/scaled.php?server=72&filename=2012030400015.jpg&res=medium[/IMG]
These "shadows" are being cast on single faces, the odd lighting is not due to being cast on multiple parallel faces. The shadows do, however, seem to line up with nearby brushes.
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