• My lighting is screwed up!
    11 replies, posted
For some reason, after I launched Garry's Mod after compiling my map, my lighting ended up like this! [IMG]http://i311.photobucket.com/albums/kk455/JoshuaFPS/gm_1024box0012.jpg[/IMG] Here is the compile log [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\blazingrunite\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\blazingrunite\half-life 2 episode two\ep2" "C:\Users\Josh\Documents\gm_1024box" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files (x86)\steam\steamapps\blazingrunite\half-life 2 episode two\ep2\materials Loading C:\Users\Josh\Documents\gm_1024box.vmf Patching WVT material: maps/gm_1024box/nature/blenddirtgrass001a_wvt_patch Patching WVT material: maps/gm_1024box/nature/blendcliffgrass001a_wvt_patch Patching WVT material: maps/gm_1024box/nature/blendgrassgrass001a_wvt_patch Patching WVT material: maps/gm_1024box/nature/blendgrassdirt001a_wvt_patch 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 (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Josh\Documents\gm_1024box.prt...Building visibility clusters... done (0) material "skybox/militia_hdrrt" not found. Can't load skybox file skybox/militia_hdr to build the default cubemap! Can't load skybox file skybox/militia_hdr 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) (57639 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 445 texinfos to 248 Reduced 28 texdatas to 19 (814 bytes to 451) Writing C:\Users\Josh\Documents\gm_1024box.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\blazingrunite\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\blazingrunite\half-life 2 episode two\ep2" "C:\Users\Josh\Documents\gm_1024box" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\users\josh\documents\gm_1024box.bsp reading c:\users\josh\documents\gm_1024box.prt 132 portalclusters 328 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 (2) Optimized: 4 visible clusters (0.00%) Total clusters visible: 16382 Average clusters visible: 124 Building PAS... Average clusters audible: 130 visdatasize:5523 compressed from 6336 writing c:\users\josh\documents\gm_1024box.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\blazingrunite\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\blazingrunite\half-life 2 episode two\ep2" "C:\Users\Josh\Documents\gm_1024box" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\josh\documents\gm_1024box.bsp Setting up ray-trace acceleration structure... Done (2.14 seconds) 674 faces 1624398 square feet [233913376.00 square inches] 69 Displacements 478388 Square Feet [68887984.00 Square Inches] 674 patches before subdivision 34288 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4) transfers 900102, max 272 transfer lists: 6.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(171271, 140232, 75390) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(24041, 17060, 6415) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(4171, 2579, 691) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(796, 432, 84) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(148, 70, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(28, 12, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(5, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0286 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) 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 (23) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 69/1024 3312/49152 ( 6.7%) brushes 123/8192 1476/98304 ( 1.5%) brushsides 765/65536 6120/524288 ( 1.2%) planes 764/65536 15280/1310720 ( 1.2%) vertexes 1181/65536 14172/786432 ( 1.8%) nodes 782/65536 25024/2097152 ( 1.2%) texinfos 248/12288 17856/884736 ( 2.0%) texdata 19/2048 608/65536 ( 0.9%) dispinfos 69/0 12144/0 ( 0.0%) disp_verts 10725/0 214500/0 ( 0.0%) disp_tris 18432/0 36864/0 ( 0.0%) disp_lmsamples 428373/0 428373/0 ( 0.0%) faces 674/65536 37744/3670016 ( 1.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 493/65536 27608/3670016 ( 0.8%) leaves 852/65536 27264/2097152 ( 1.3%) leaffaces 620/65536 1240/131072 ( 0.9%) leafbrushes 356/65536 712/131072 ( 0.5%) areas 3/256 24/2048 ( 1.2%) surfedges 4768/512000 19072/2048000 ( 0.9%) edges 2925/256000 11700/1024000 ( 1.1%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 14/32768 140/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 192/65536 384/131072 ( 0.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 861448/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 5523/16777216 ( 0.0%) entdata [variable] 38375/393216 ( 9.8%) LDR ambient table 852/65536 3408/262144 ( 1.3%) HDR ambient table 852/65536 3408/262144 ( 1.3%) LDR leaf ambient 4020/65536 112560/1835008 ( 6.1%) HDR leaf ambient 852/65536 23856/1835008 ( 1.3%) 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] 1/206 ( 0.5%) pakfile [variable] 2128/0 ( 0.0%) physics [variable] 57639/4194304 ( 1.4%) physics terrain [variable] 33176/1048576 ( 3.2%) Level flags = 0 Total triangle count: 1452 Writing c:\users\josh\documents\gm_1024box.bsp 53 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Josh\Documents\gm_1024box.bsp" "c:\program files (x86)\steam\steamapps\blazingrunite\half-life 2 episode two\ep2\maps\gm_1024box.bsp" [/code] I didn't get any errors from interlopers.net, except for the obvious one of the skybox not being found (I'm compiling it in ep2 with a css skybox)
What settings are you using with your light_environment?
[IMG]http://i311.photobucket.com/albums/kk455/JoshuaFPS/Untitled2.png[/IMG]
Jesus! What the hell is that supposed to be!? Seriously, use a higher power on your displacements (not 4) and split them up into about 128x128 squares.
If you want to criticize my displacements, go to the [WIP] Gm_1024box thread. That's the thread for my lighting problems
I'm not criticizing, I'm just saying you need to work on them. Like I said, make them a higher power and split them up (if you haven't already).
I had this problem, it's you're 3d skybox.. is well casting shadows. Trust me if you get rid of it the shadows will be gone.
[QUOTE=ConTron123;19097799]I had this problem, it's you're 3d skybox.. is well casting shadows. Trust me if you get rid of it the shadows will be gone.[/QUOTE] This man speaks the truth, you need to tweak the position fo your sky camera and your skybox geometry, since when rendered some of it is overlapping the world causing shadows.
Maybe you used a texture which was supposed to be for model? That sometimes happens
[QUOTE=arleitiss;19098496]Maybe you used a texture which was supposed to be for model? That sometimes happens[/QUOTE] No that causes flickering between fully lit and fully unlit, not random patches of shadow.
Just cut around the map in your 3d skybox.
[QUOTE=J05|-||_|4;19097035][IMG]http://i311.photobucket.com/albums/kk455/JoshuaFPS/Untitled2.png[/IMG][/QUOTE] Click point at and click somewhere on the ground see if that fixes it.
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