• Mapping Questions Megathread V6
    999 replies, posted
Why would they suggest that? the amount of stuff that is reflected on your rooftop is not much. In sfm the water shader combo with envmap seems broken. this will not work, i assume.
I use the following water material in gm_fork. It uses a cubemap for reflections while still supporting translucency and refraction. Should also work fine when using env_cubemap instead of a premade cubemap texture, I'd imagine: "Water" {     "$abovewater" 1     "%compilewater" 1     "$reflectentities" 0     "$envmap" "fork/cubemap_generic"     "$envmapcontrast" "1"     "%tooltexture" "nature/water_frame01_normal"          "$scale" "[1 1]"          "$bumpmap" "nature/water_coast01_dudv"     "$normalmap" "nature/water_coast01_normal"          "$surfaceprop" "water"     "$bottommaterial" "fork/water_beneath"     "$bumpframe" "0"          "$fogenable" 1     "$fogcolor" "{54 52 48}"     "$fogstart" 1.00     "$fogend" 256.00          "$refracttexture" "_rt_WaterRefraction"     "$refractamount" 1.0     "$refracttint" "{255 255 255}"     "$reflecttint" "{255 255 255}"          "$cheapwaterstartdistance" "0"     "$cheapwaterenddistance" "0"          "$scroll1" "[.01 .01]"     "$scroll2" "[.05 .05]"          "Proxies"     {         "TextureScroll"         {             "texturescrollvar" "$bumptransform"             "texturescrollrate" .02             "texturescrollangle" 25.00         }     } } Props to @Rush_Freak for figuring this out at the time.
@Blueberry_pie Okay. No Problem. I'm aware that removing the reflection texture removes the reflection rendering. Wasn't sure about the cubemaps. I don't know the differences in the shaders in gmod. I tried the 13sdk tho and it does it. So i may assume it works in gmod and sfm is just a lot of broken here and there. lol
https://files.facepunch.com/forum/upload/113201/663fcf2d-250e-4c75-a786-7ef464508845/4000_screenshots_20180522202650_1.jpg https://files.facepunch.com/forum/upload/113201/053b9db7-51df-416e-ad43-42621bcf300a/4000_screenshots_20180522202659_1.jpg Hey, I'm trying to make a gmod map using custom textures and models and I've ran into an issue; I asked my friend to test the map and see if everything's working.These are his screenshots. The custom textures I've made myself work fine, but the custom assets I've taken from another map (with permission from the creator) show up with missing textures. They work fine in my game, why don't they work in my friend's game?
Did you give them the custom textures?
Within the map files itself or within the game files? They're in the game files but I'm confused to how to pack the vtfs into the map; they didn't show up in pakrat
You need to provide them the files if you want them to see anything custom. https://www.tophattwaffle.com/packing-custom-content-using-vide-in-steampipe/ VIDE is a pretty popular tool that should do the trick.
Hi again, I'm still having the issue with the skybox appearing above the map, along with a sort of mirroring effect of the map itself. Also still having the issue where some props will not spawn, but did previously in earlier versions of the map. I couldn't find any leaks on the map either. I've set VIS to normal. ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew.vmf" Valve Software - vbsp.exe (Feb 19 2018) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew.vmf Can't find surfaceprop wet for material CONCRETE/CONCRETEFLOOR016A_WGH_SLIPPERY, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Can't find surfaceprop wet for material CONCRETE/URBAN_SIDEWALK_01A, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/londonnew/nature/blendgrassgrass001a_wvt_patch Patching WVT material: maps/londonnew/city_8/blendpripyatrubble2_wvt_patch Patching WVT material: maps/londonnew/city_8/blendpripyatrubble_wvt_patch Patching WVT material: maps/londonnew/city_8/blenddirtgravel02_wvt_patch Patching WVT material: maps/londonnew/city_8/blendpripyatdirt_wvt_patch Patching WVT material: maps/londonnew/nature/blendgravelgravel01_wvt_patch Patching WVT material: maps/londonnew/concrete/blendconcrete38a12a_noshadow_wvt_patch Patching WVT material: maps/londonnew/concrete/blend_blacktop_cobb_01dry_wvt_patch Patching WVT material: maps/londonnew/concrete/blendconcretedebris001a_wvt_patch Patching WVT material: maps/londonnew/city_8/blendtile_wvt_patch Patching WVT material: maps/londonnew/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 306 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (4) writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (1) (3676507 bytes) Error loading studio model "models/props_debris/concrete_section64floor001c.mdl"! Error loading studio model "models/props_foliage/tree_poplar_01.mdl"! Error loading studio model "models/props_c17/light_domelight02_on.mdl"! Error loading studio model "models/props_rooftop/scaffolding01a.mdl"! Error loading studio model "models/props_c17/handrail04_brokenlong.mdl"! Error loading studio model "models/props_trainstation/bench_indoor001a.mdl"! Error loading studio model "models/props_wasteland/exterior_fence002b.mdl"! Error loading studio model "models/props_c17/handrail04_singlerise.mdl"! Error loading studio model "models/props_c17/handrail04_corner.mdl"! Error loading studio model "models/props_c17/handrail04_short.mdl"! Error loading studio model "models/props_c17/handrail04_brokencorner.mdl"! Error loading studio model "models/props_c17/handrail04_long.mdl"! Error loading studio model "models/props_rooftop/antennaclusters01a.mdl"! Error loading studio model "models/props_c17/awning001a.mdl"! Error loading studio model "models/props_debris/concrete_section128wall001a.mdl"! Error loading studio model "models/props_wasteland/exterior_fence002d.mdl"! Error loading studio model "models/props_wasteland/exterior_fence002e.mdl"! Error loading studio model "models/props_debris/concrete_debris256pile001a.mdl"! Error loading studio model "models/props_c17/metalladder001.mdl"! Error! prop_static using model "models/props_c17/streetsign004f.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/streetsign004f.mdl"! Error loading studio model "models/props_wasteland/exterior_fence003a.mdl"! Error loading studio model "models/props_c17/substation_transformer01b.mdl"! Error loading studio model "models/props_junk/garbage128_composite001d.mdl"! Error loading studio model "models/props_junk/garbage256_composite002a.mdl"! Error loading studio model "models/props_junk/trashcluster01a.mdl"! Error loading studio model "models/props_junk/garbage256_composite001b.mdl"! Error loading studio model "models/props_lab/freightelevatorbutton.mdl"! Error loading studio model "models/props_wasteland/light_spotlight01_lamp.mdl"! Error loading studio model "models/props_pipes/pipeset02d_512_001a.mdl"! Error loading studio model "models/props_pipes/pipeset02d_64_001a.mdl"! Error loading studio model "models/props_pipes/pipeset02d_128_001a.mdl"! Error loading studio model "models/props/cs_assault/light_shop2.mdl"! Error loading studio model "models/props_pipes/pipe03_straight01_long.mdl"! Error loading studio model "models/props_pipes/pipe03_connector01.mdl"! Error loading studio model "models/props_wasteland/coolingtank01.mdl"! Error loading studio model "models/props_c17/substation_transformer01a.mdl"! Error loading studio model "models/props/cs_assault/forklift.mdl"! Error loading studio model "models/props_wasteland/exterior_fence002c.mdl"! Error loading studio model "models/props_c17/truss02d.mdl"! Error loading studio model "models/props_c17/truss02e.mdl"! Error loading studio model "models/props_c17/truss02g.mdl"! Error loading studio model "models/props_c17/handrail04_medium.mdl"! Error loading studio model "models/props_junk/garbage256_composite001a.mdl"! Static prop models/props_lab/lab_flourescentlight002b.mdl outside the map (2171.86, -6685.71, 190.93) Error loading studio model "models/props_junk/garbage256_composite002b.mdl"! Error loading studio model "models/props_wasteland/exterior_fence002a.mdl"! Error loading studio model "models/props_wasteland/prison_pipes002a.mdl"! Error loading studio model "models/props/de_train/de_train_horizontalcoolingtank.mdl"! Error loading studio model "models/props_pipes/pipecluster08d_001a.mdl"! Error loading studio model "models/props_trainstation/benchoutdoor01a.mdl"! Error loading studio model "models/props_street/concertinawire512_rusty.mdl"! Error loading studio model "models/props_misc/military_sign02_2.mdl"! Error loading studio model "models/props_fortifications/barricade001_128_reference.mdl"! Error loading studio model "models/props_wasteland/exterior_fence001a.mdl"! Error loading studio model "models/props_unique/bus_canopy_frame.mdl"! Error loading studio model "models/props_c17/lamppost03a_off.mdl"! Error loading studio model "models/props_vehicles/floodlight_generator_pose01_static.mdl"! Error loading studio model "models/props_vehicles/bus01.mdl"! Error loading studio model "models/props_foliage/urban_tree_base_bushes01.mdl"! Error loading studio model "models/props_wasteland/exterior_fence001b.mdl"! Error loading studio model "models/props_waterfront/beer_sign.mdl"! Error loading studio model "models/props_downtown/cigarettemachine.mdl"! Error loading studio model "models/props_industrial/plywood_leaning.mdl"! Error loading studio model "models/props/cs_militia/boxes_frontroom.mdl"! Error loading studio model "models/props_rooftop/acvent05.mdl"! Error loading studio model "models/props/cs_militia/boxes_garage_lower.mdl"! Error loading studio model "models/props_interiors/clothing_pile1.mdl"! Error loading studio model "models/props_junk/trashdumpster02.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 13175 texinfos to 7402 Reduced 866 texdatas to 704 (34605 bytes to 29255) Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew.bsp 27 seconds elapsed   1.625600 -2.336800 0.000000   4.876800 -4.876800 0.000000   4.876800 -2.336800 0.000000   -4.876800 -2.336800 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -6.502400 -9.753600 0.000000   -9.753600 -9.753600 0.000000   6.502400 -9.753600 0.000000   6.502400 -3.251200 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -0.000000 6.299200 0.000000   6.502400 6.299200 0.000000   -3.352800 6.299200 0.000000   -6.502400 13.004800 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -0.000000 6.299200 0.000000   6.502400 6.299200 0.000000   -3.352800 6.299200 0.000000   -6.502400 13.004800 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -1.625600 6.299200 0.000000   -1.625600 -0.203200 0.000000   -4.876800 -0.203200 0.000000   4.876800 -0.203200 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -1.625600 6.299200 0.000000   -1.625600 -0.203200 0.000000   -4.876800 -0.203200 0.000000   4.876800 -0.203200 0.000000 make_triangles:calc_triangle_representation: Cannot convert ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew" Valve Software - vvis.exe (Feb 19 2018) 4 threads reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\download\maps\graphs\LondonNew.bsp reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\download\maps\graphs\LondonNew.prt 10503 portalclusters 34274 numportals The map overflows the max portal count (34274 of max 32768)! ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew" Valve Software - vrad.exe SSE (Feb 19 2018)       Valve Radiosity Simulator     4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\download\maps\graphs\LondonNew.bsp Error! Invalid VTX file checksum: 935269944, expected -666804434 "models/props_vehicles/truck001a.dx80.vtx" No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (8.17 seconds) 39961 faces 9 degenerate faces 15189534 square feet [2187292928.00 square inches] 47 Displacements 33358 Square Feet [4803596.50 Square Inches] sun extent from map=0.139173 556 direct lights BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (393) Build Patch/Sample Hash Table(s).....Done<0.1341 sec> FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (32) 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 (75) Writing leaf ambient...done Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness ------------       ---------------  ---------------  -------- models                 110/1024         5280/49152    (10.7%) brushes               5416/8192        64992/98304    (66.1%) brushsides           36536/65536      292288/524288   (55.7%) planes               18918/65536      378360/1310720  (28.9%) vertexes             62122/65536      745464/786432   (94.8%) VERY FULL! nodes                23657/65536      757024/2097152  (36.1%) texinfos              7402/12288      532944/884736   (60.2%) texdata                704/2048        22528/65536    (34.4%) dispinfos               47/0            8272/0        ( 0.0%) disp_verts            8383/0          167660/0        ( 0.0%) disp_tris            14464/0           28928/0        ( 0.0%) disp_lmsamples       21232/0           21232/0        ( 0.0%) faces                39961/65536     2237816/3670016  (61.0%) hdr faces                0/65536           0/3670016  ( 0.0%) origfaces            18251/65536     1022056/3670016  (27.8%) leaves               23768/65536      760576/2097152  (36.3%) leaffaces            45365/65536       90730/131072   (69.2%) leafbrushes          16312/65536       32624/131072   (24.9%) areas                    4/256            32/2048     ( 1.6%) surfedges           265131/512000    1060524/2048000  (51.8%) edges               153502/256000     614008/1024000  (60.0%) LDR worldlights        556/8192        48928/720896   ( 6.8%) HDR worldlights          0/8192            0/720896   ( 0.0%) leafwaterdata            0/32768           0/393216   ( 0.0%) waterstrips           3457/32768       34570/327680   (10.5%) waterverts               0/65536           0/786432   ( 0.0%) waterindices         56796/65536      113592/131072   (86.7%) VERY FULL! cubemapsamples          12/1024          192/16384    ( 1.2%) overlays                 4/512          1408/180224   ( 0.8%) LDR lightdata         [variable]    22556712/0        ( 0.0%) HDR lightdata         [variable]           0/0        ( 0.0%) visdata               [variable]           0/16777216 ( 0.0%) entdata               [variable]      335735/393216   (85.4%) VERY FULL! LDR ambient table    23768/65536       95072/262144   (36.3%) HDR ambient table    23768/65536       95072/262144   (36.3%) LDR leaf ambient    103041/65536     2885148/1835008  (157.2%) VERY FULL! HDR leaf ambient     23768/65536      665504/1835008  (36.3%) 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]           1/72174    ( 0.0%) pakfile               [variable]     1520927/0        ( 0.0%) physics               [variable]     3676507/4194304  (87.7%) VERY FULL! physics terrain       [variable]           0/1048576  ( 0.0%) Level flags = 0 Total triangle count: 111644 Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\download\maps\graphs\LondonNew.bsp 8 minutes, 30 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\LondonNew.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod"  +map "LondonNew" -steam
The map overflows the max portal count (34274 of max 32768)! Looks like you need to optimize your Vis leafs Make sure you are func_detailing non critical details
Thx ! I gonna try for my next compilation time have a nice day
https://steamuserimages-a.akamaihd.net/ugc/916925510283250378/78317524756BCA6374DEA1F0D0F5C42807D35561/ You need to blow up the barrels to proceed with the level. Is the hinting obvious enough here? What else can I do to highlight the barrels?
I'd put a crack in the door/floor/ whatever you're trying to blow up, so people know that if something exploded something might happen.
more danger signs
Move the fence leftward, put danger signs on the fence in front of the barrels, and move the gate to the right.
I'm having some trouble with water when you move the camera far away enough. https://files.facepunch.com/forum/upload/146362/c7c3371d-4b9f-4d58-8df2-ae9df5b1f834/bigcity2wipv3interiors0094.jpg https://files.facepunch.com/forum/upload/146362/f894cc16-a276-4be7-8be6-8f9faec6405e/bigcity2wipv3interiors0095.jpg Is there a way to just make the water invisible when you're far enough away?
Make a func_areaportalwindow, and give it a water texture so it will resemble water from far away (and hide the real water too)
Hey, i didn't want to open a new thread. Im making a ttt map in hammer editor and i get the following problem as soon as i test it https://i.imgur.com/i069pV6.jpg No such variable "$refracttexture" for material "custom/rpg_water" here is the VMT for said texture "LightmappedGeneric" { "$basetexture" "custom/rpg_water" "$scale" "[0.2 0.2]" "$translucent" "1" "%compilewater" 1 // This is needed for physics, etc. "$surfaceprop" "water" // You must have this. . this is a material that is practically identical // to this one in most cases. It must have $reflecttexture disabled, and // you can set for params uniquely for underwater. "$bottommaterial" "custom/rpg_water" // This is needed for the proxy below which animates the normal map, etc. "$bumpframe" "0" // Enable water volumetric fog. "$fogenable" 1 // This is the color of the fog in the water when looking from above. // You'll have the same thing in the bottom material for when looking from // below. "$fogcolor" "{72 177 177}" // This is the distance in inches from the eye which water fog starts. // This has to be 0.0 for edge fading to work properly. "$fogstart" 0.00 // This is the distance in inches from the eye which water fog ends. "$fogend" 800.00 "$abovewater" 1 "$texoffset" "[0 0]" // The water generally looks better if we scale it down a bit "$texscale" "1" "Proxies" { "AnimatedTexture" { "animatedtexturevar" "$basetexture" "animatedtextureframenumvar" "$frame" "animatedtextureframerate" 15.00 } "TextureScroll" { "texturescrollvar" "$baseTextureTransform" "texturescrollrate" .5 "texturescrollangle" 270 } What do i need to add, and what have i done wrong?
If it looks fine, then you can ignore the error. It just means you're missing the refraction texture that makes things underneath the water look distored, like waves are passing over.
Do you think you can clarify the process of that. I'm not sure how to go about triggering the water to get hidden. I tried using func_brush, but that basically just made not water. Also the reason I wanted to make the water invisible from a distance is so that you can see through into the pool, and I wasn't sure if using a cheap water material as a replacement would help since it's usually opaque.
Why won't my skybox displacement compile? Does it have something to do with the number of brushes or how small it is?? When I delete the displacement, my map compiles fine. https://files.facepunch.com/forum/upload/113201/e33db797-f35e-4b0d-a07b-87aa71abcaf4/help.png
i think its not possible to turn a displacement into a func_detail. Just return it to world and see what happens.
https://files.facepunch.com/forum/upload/113201/ab36b8b8-cdd4-46ba-8225-dde407f719c3/ass.png https://files.facepunch.com/forum/upload/113201/5fe6a386-034f-4cb0-8162-018cc7c3812a/20180530171407_1.jpg I scrapped the hill for the skybox and decided to go for an open field, but now some portions of the fields are missing? None of them are displacements, I don't know why they won't render
I'm trying to update the nodegraph on the map I'm working on, but for some reason it won't have the current nodes in my VMF even after deleting the AIN file and letting the game regenerate it. I have 1611 nodes in the VMF. Is is possible that I went over the node limit?
Check your compile log and console in game, post here
Hiding the nodes in the VMF gets rid of them, and when I unhide them, I still have the previous nodegraph layout. Here's the compile log: materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading c:\users\REDACTED\desktop\vmfs\bigcity2wipv3interiors.vmf Can't find surfaceprop asphalt for material CONCRETE/ROADCROSSWALK_SMALL_NOBUMP, using default Can't find surfaceprop asphalt for material SKERION/ROAD01, using default Can't find surfaceprop asphalt for material CONCRETE/ROADPARKINGLOT, using default Can't find surfaceprop asphalt for material CONCRETE/ROAD03, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Can't find surfaceprop sheetrock for material PLASTER/WALL_WHITE01, using default Can't find surfaceprop asphalt for material SKERION/ROADPARKINGLOTH, using default Can't find surfaceprop asphalt for material SKERION/ROADPARKINGLOTV, using default Can't find surfaceprop sheetrock for material PLASTER/TAN01, using default Can't find surfaceprop sheetrock for material WALLPAPER/BLUE08, using default Can't find surfaceprop asphalt for material SKERION/BBALLCOURT, using default Can't find surfaceprop sheetrock for material PLASTER/WALL_GREY01, using default "materials/dev/white.vtf": cached version doesn't exist "materials/dev/white.vtf": cached version doesn't exist Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt 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 510 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (1) writing c:\users\REDACTED\desktop\vmfs\bigcity2wipv3interiors.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/nightcity weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/nightcity to build the default cubemap! *** Error: Skybox vtf files for skybox/nightcity weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/nightcity to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (2143417 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 3343 texinfos to 1769 Reduced 160 texdatas to 113 (6474 bytes to 4879) Writing c:\users\REDACTED\desktop\vmfs\bigcity2wipv3interiors.bsp 8 seconds elapsed 8 threads reading c:\users\REDACTED\desktop\vmfs\bigcity2wipv3interiors.bsp reading c:\users\REDACTED\desktop\vmfs\bigcity2wipv3interiors.prt 5642 portalclusters 16290 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 306170 visible clusters (1.04%) Total clusters visible: 29370436 Average clusters visible: 5205 Building PAS... Average clusters audible: 5627 visdatasize:7908010  compressed from 8034208 writing c:\users\REDACTED\desktop\vmfs\bigcity2wipv3interiors.bsp 9 seconds elapsed [Reading texlights from 'lights.rad'] [52 texlights parsed from 'lights.rad'] Loading c:\users\REDACTED\desktop\vmfs\bigcity2wipv3interiors.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! 27382 faces 36499668 square feet [5255952384.00 square inches] 18 Displacements 32137 Square Feet [4627809.00 Square Inches] 27382 patches before subdivision 187590 patches after subdivision 3526 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 34929835, max 7745 transfer lists: 266.5 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(924832, 639091, 180158) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(206799, 133935, 30183) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(56385, 34886, 6987) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(16921, 10093, 1875) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(5491, 3202, 582) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1955, 1130, 209) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(759, 441, 86) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(321, 189, 39) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(146, 87, 19) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(70, 42, 10) Build Patch/Sample Hash Table(s).....Done<0.0812 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 41 of 2909 (1% 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                  93/1024         4464/49152    ( 9.1%)  brushes               5806/8192        69672/98304    (70.9%)  brushsides           39199/65536      313592/524288   (59.8%)  planes                9774/65536      195480/1310720  (14.9%)  vertexes             38471/65536      461652/786432   (58.7%)  nodes                14012/65536      448384/2097152  (21.4%)  texinfos              1769/12288      127368/884736   (14.4%)  texdata                113/2048         3616/65536    ( 5.5%)  dispinfos               18/0            3168/0        ( 0.0%)  disp_verts             450/0            9000/0        ( 0.0%)  disp_tris              576/0            1152/0        ( 0.0%)  disp_lmsamples        2560/0            2560/0        ( 0.0%)  faces                27382/65536     1533392/3670016  (41.8%)  hdr faces                0/65536           0/3670016  ( 0.0%)  origfaces            18063/65536     1011528/3670016  (27.6%)  leaves               14106/65536      451392/2097152  (21.5%)  leaffaces            35311/65536       70622/131072   (53.9%)  leafbrushes          14113/65536       28226/131072   (21.5%)  areas                    3/256            24/2048     ( 1.2%)  surfedges           196929/512000     787716/2048000  (38.5%)  edges               118468/256000     473872/1024000  (46.3%)  LDR worldlights       3526/8192       310288/720896   (43.0%)  HDR worldlights          0/8192            0/720896   ( 0.0%)  leafwaterdata            4/32768          48/393216   ( 0.0%)  waterstrips           1732/32768       17320/327680   ( 5.3%)  waterverts               0/65536           0/786432   ( 0.0%)  waterindices         28389/65536       56778/131072   (43.3%)  cubemapsamples           1/1024           16/16384    ( 0.1%)  overlays                42/512         14784/180224   ( 8.2%)  LDR lightdata         [variable]     4672668/0        ( 0.0%)  HDR lightdata         [variable]           0/0        ( 0.0%)  visdata               [variable]     7908010/16777216 (47.1%)  entdata               [variable]      568460/393216   (144.6%) VERY FULL! LDR ambient table    14106/65536       56424/262144   (21.5%)  HDR ambient table    14106/65536       56424/262144   (21.5%)  LDR leaf ambient     96143/65536     2692004/1835008  (146.7%) VERY FULL! HDR leaf ambient     14106/65536      394968/1835008  (21.5%)  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]           1/276      ( 0.4%)  pakfile               [variable]       18949/0        ( 0.0%)  physics               [variable]     2143417/4194304  (51.1%)  physics terrain       [variable]        3112/1048576  ( 0.3%)  Level flags = 0 Total triangle count: 69966 Writing c:\users\REDACTED\desktop\vmfs\bigcity2wipv3interiors.bsp 2 minutes, 19 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\okanogan.vmf" Valve Software - vbsp.exe (Jun 14 2017) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\okanogan.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt Patching WVT material: maps/okanogan/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -921.8 -929.5) Leaf 0 contents: CONTENTS_SOLID  Leaf 1 contents:  viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID  This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID  Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID  Candidate brush IDs: Brush 23935:  FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (189.4 -1024.0 -929.5) Leaf 0 contents: CONTENTS_SOLID  Leaf 1 contents:  viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID  This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID  Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID  Candidate brush IDs: Brush 23949:  FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (64.5 -1024.0 -929.5) Leaf 0 contents: CONTENTS_SOLID  Leaf 1 contents:  viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID  This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID  Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID  Candidate brush IDs: Brush 23938:  FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -856.8 -929.5) Leaf 0 contents:  Leaf 1 contents: CONTENTS_SOLID  viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID  This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID  Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID  Candidate brush IDs: Brush 72398:  FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3.5 -1024.0 -929.5) Leaf 0 contents: CONTENTS_SOLID  Leaf 1 contents:  viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID  This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID  Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID  Candidate brush IDs: Brush 54010:  FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -976.5 -929.5) Leaf 0 contents:  Leaf 1 contents: CONTENTS_SOLID  viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID  This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID  Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID  Candidate brush IDs: Brush 54010:  FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-13.2 -1024.0 -929.5) Leaf 0 contents: CONTENTS_SOLID  Leaf 1 contents:  viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID  This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID  Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID  Candidate brush IDs: Brush 54018:  FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-71.2 -1024.0 -929.5) Leaf 0 contents: CONTENTS_SOLID  Leaf 1 contents:  viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID  This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID  Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID  Candidate brush IDs: Brush 54015:  *** Suppressing further FindPortalSide errors.... *** 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 (1) writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\okanogan.prt...Building visibility clusters... done (0) *** Encountered VTF file with an invalid minor version! *** Encountered VTF file with an invalid full header! *** Error unserializing skybox texture: skybox/sky_csgo_night02b Can't load skybox file skybox/sky_csgo_night02b to build the default cubemap! *** Encountered VTF file with an invalid minor version! *** Encountered VTF file with an invalid full header! *** Error unserializing skybox texture: skybox/sky_csgo_night02b Can't load skybox file skybox/sky_csgo_night02b to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (123572 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 241 texinfos to 37 Reduced 7 texdatas to 6 (188 bytes to 167) Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\okanogan.bsp Wrote ZIP buffer, estimated size 467, actual size 387 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\okanogan" Valve Software - vvis.exe (Jun 14 2017) 8 threads reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\okanogan.bsp reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\okanogan.prt  588 portalclusters 1412 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 (33) Optimized: 635 visible clusters (0.43%) Total clusters visible: 146894 Average clusters visible: 249 Building PAS... Average clusters audible: 583 visdatasize:84387  compressed from 94080 writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\okanogan.bsp 33 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" ** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\okanogan"
Using this tool Interlopers.net It seems to be a leak
I got the skybox to work at first with just the brushes, but when I added skybox props it got all screwed up? What should I do to fix this? I disabled shadows for all the props, I'm not sure if that's the issue. https://files.facepunch.com/forum/upload/113201/d3bd3869-a908-4552-8c8e-33935014e5c7/skybox.png https://files.facepunch.com/forum/upload/113201/b6ddcfe1-74c3-4e3b-bc46-ddbed3ae26fd/20180601130922_1.jpg
Does anyone know what causes lighting errors like this? https://files.facepunch.com/forum/upload/146362/5140f300-6c29-47c5-adc3-441e0870b746/20180602002218_1.jpg https://files.facepunch.com/forum/upload/146362/63b6ed87-8155-4701-bfa9-4295f3f577a4/20180602002250_1.jpg
If you have a 3D skybox, try -noskyboxrecurse in VRAD's options
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