• Lighting issues
    5 replies, posted
[url]http://img9.imageshack.us/gal.php?g=banditbase0000.jpg[/url] In areas that have little to no light, I get this weird technicolor shadowing. I have a shadow_controller, and a light_environment. It may be difficult to see in the screenshots, but it's usually in little clumps near dark spots. [code] ** Executing... ** Command: "c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\programs (x86)\steam\steamapps\raidenator_2\counter-strike source\cstrike" "C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\programs (x86)\steam\steamapps\raidenator_2\counter-strike source\cstrike\materials Loading C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 108 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day02_09*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day02_09rt" Can't load skybox file skybox/sky_day02_09 to build the default cubemap! Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (458260 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1422 texinfos to 939 Reduced 117 texdatas to 104 (3369 bytes to 3027) Writing C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp 3 seconds elapsed 3.911602 -2.108200 0.000000 -3.860798 -2.159000 0.000000 -3.860798 -2.108200 0.000000 make_triangles:calc_triangle_representation: Cannot convert ** Executing... ** Command: "c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\programs (x86)\steam\steamapps\raidenator_2\counter-strike source\cstrike" -fast "C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 4 threads reading c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp reading c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.prt 1344 portalclusters 4012 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster Optimized: 92029 visible clusters (0.00%) Total clusters visible: 1500223 Average clusters visible: 1116 Building PAS... Average clusters audible: 1338 visdatasize:454690 compressed from 451584 writing c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp 1 second elapsed ** Executing... ** Command: "c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\programs (x86)\steam\steamapps\raidenator_2\counter-strike source\cstrike" "C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp 5494 faces 777614 square feet [111976512.00 square inches] 20 displacements 422 square feet [60772.65 square inches] 5494 patches before subdivision 63516 patches after subdivision 64 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (40) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20) transfers 6021710, max 708 transfer lists: 45.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(144968, 76975, 44882) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(18492, 8687, 4385) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(3050, 1281, 552) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(555, 211, 78) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(114, 39, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(25, 8, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(6, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0349 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 8/1024 384/49152 ( 0.8%) brushes 1292/8192 15504/98304 (15.8%) brushsides 8522/65536 68176/524288 (13.0%) planes 3188/65536 63760/1310720 ( 4.9%) vertexes 10884/65536 130608/786432 (16.6%) nodes 2875/65536 92000/2097152 ( 4.4%) texinfos 939/12288 67608/884736 ( 7.6%) texdata 104/2048 3328/65536 ( 5.1%) dispinfos 20/0 3520/0 ( 0.0%) disp_verts 1620/0 32400/0 ( 0.0%) disp_tris 2560/0 5120/0 ( 0.0%) disp_lmsamples 3956/0 3956/0 ( 0.0%) faces 5494/65536 307664/3670016 ( 8.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3388/65536 189728/3670016 ( 5.2%) leaves 2884/65536 92288/2097152 ( 4.4%) leaffaces 6655/65536 13310/131072 (10.2%) leafbrushes 2655/65536 5310/131072 ( 4.1%) areas 4/256 32/2048 ( 1.6%) surfedges 40674/512000 162696/2048000 ( 7.9%) edges 25189/256000 100756/1024000 ( 9.8%) LDR worldlights 64/8192 5632/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 638/32768 6380/327680 ( 1.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 11856/65536 23712/131072 (18.1%) cubemapsamples 12/1024 192/16384 ( 1.2%) overlays 10/512 3520/180224 ( 2.0%) LDR lightdata [variable] 2492244/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 454690/16777216 ( 2.7%) entdata [variable] 40923/393216 (10.4%) LDR leaf ambient 2884/65536 69216/1572864 ( 4.4%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/27906 ( 0.0%) pakfile [variable] 138237/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 458260/4194304 (10.9%) ==== Total Win32 BSP file data space used: 5051156 bytes ==== Total triangle count: 16357 Writing c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp 1 minute, 7 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp" "c:\programs (x86)\steam\steamapps\raidenator_2\counter-strike source\cstrike\maps\banditbase.bsp" [/code]
Copy paste from interlopers compile log checker "found a displacement edge abutting multiple other edges Description: A displacement is touching more than one other displacements at the same point along one of its edges; in other words: at some point, three displacements are touching each other along an entire edge. This may cause lighting errors, as vrad doesn't know which displacements need to have their light smoothed out, if you know what i mean. I guess it can also be a wanted situation, in which cause this 'error' can be ignored. Solution: The usual cause i can think of is the accidental non-deletion of displacements along the sides of brushes. Eg, if you have two brushes next to each other, and their tops displaced, and you accidentally also displaced the vertical brushsides between these two, you get a T-shaped intersection of three. [img]http://www.interlopers.net/images/errorpage/displ.png[/img] image: purple: side that should've been destroyed, red: the edge. This is no real error, but it could be the cause of lighting anomalies. There is no easy way to find the displacement either, the fastest way would be to go through your displacements one by one." [b]This error can be ignored[/b] 2 make_triangles:calc_triangle_representation: cannot convert Description: Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements. If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not. Solution: You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error. The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it. The affected object may not work and/or cause general errors 3 fastvis = true Description: You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause: Strange compile errors, like 'cluster saw into cluster' errors Strange errors ingame (including unexpected crashes) Hitting limits ingame, by skipping essential optimization processses Lower performance ingame Solution: If you experience any of these problems, and don't have any specific clues for the cause, please try to compile without the -fast option, see if that helps. If compiling without -fast is taking too long /seems to crash vvis, you may need to optimize your map using func_detail Last contribution: Anonymous warning: cluster portals saw into cluster Description: (I think) vbsp.exe has made a concave leaf (or in other ways invalid) that can see into itself. I've also heard about this being caused by overlapping brushes or brushes that are off-grid (thuss causing offgrid visleafs). Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too. Solution: The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview glview to find it.
[url]http://img22.imageshack.us/gal.php?g=banditbase0000fixed.jpg[/url] I was told on another forum that it wasn't bright enough. I went over it quickly with the dodge tool, should be pretty apparent what the issue is.
[QUOTE=raidenato;18817830][url]http://img22.imageshack.us/gal.php?g=banditbase0000fixed.jpg[/url] I was told on another forum that it wasn't bright enough. I went over it quickly with the dodge tool, should be pretty apparent what the issue is.[/QUOTE] Why would you want to go on another forum website? Facepunch is [i]the[/i] shit.
Ah yes I can see it now, I was looking at the pictures with my laptop and could barely see anything except som faces that were lit badly. Perhaps a silly question, but how is your cubemap placement?
I don't think it's a cubemap issue, I have a few. I'll try adding more, but I doubt its that.
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