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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