• Light_Environment has no effect?
    5 replies, posted
So, I put a Light_Environment in my map and click point to and all that. However, when I run my map it is the same as without the Light_Environment (no shadows or anything). I've tried google but with no luck. Compile log: [code] materialPath: c:\program files (x86)\steam\steamapps\tennisball355\half-life 2 episode two\ep2\materials Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf 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 (1) Chop Details...done (0) Find Visible Detail Sides...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! NODRAW on terrain surface! done (0) writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.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... done (0) (97151 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 293 texinfos to 175 Reduced 11 texdatas to 9 (308 bytes to 214) Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp 4 seconds elapsed 2 threads reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt 4921 portalclusters 12910 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 246091 visible clusters (0.00%) Total clusters visible: 18846276 Average clusters visible: 3829 Building PAS... Average clusters audible: 4920 visdatasize:6029209 compressed from 6062672 writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp 17 seconds elapsed [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.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! 18905 faces 58044487 square feet [8358406144.00 square inches] 60 Displacements 4565917 Square Feet [657492160.00 Square Inches] 18905 patches before subdivision 858141 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3 materialPath: c:\program files (x86)\steam\steamapps\tennisball355\half-life 2 episode two\ep2\materials Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf 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 (2) Chop Details...done (0) Find Visible Detail Sides...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! NODRAW on terrain surface! done (0) writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (97055 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 293 texinfos to 174 Reduced 11 texdatas to 9 (308 bytes to 214) Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp 5 seconds elapsed 2 threads reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt 4917 portalclusters 12895 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 248447 visible clusters (0.00%) Total clusters visible: 18808178 Average clusters visible: 3825 Building PAS... Average clusters audible: 4916 visdatasize:6017731 compressed from 6057744 writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp 17 seconds elapsed [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.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! 18890 faces 58044451 square feet [8358401024.00 square inches] 60 Displacements 4565917 Square Feet [657492160.00 Square Inches] 18890 patches before subdivision 858060 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3 materialPath: c:\program files (x86)\steam\steamapps\tennisball355\half-life 2 episode two\ep2\materials Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf 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 (2) Chop Details...done (0) Find Visible Detail Sides...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! NODRAW on terrain surface! done (0) writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (96879 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 296 texinfos to 177 Reduced 11 texdatas to 9 (308 bytes to 214) Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp 5 seconds elapsed 2 threads reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt 4915 portalclusters 12885 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 247956 visible clusters (0.00%) Total clusters visible: 18793271 Average clusters visible: 3823 Building PAS... Average clusters audible: 4914 visdatasize:6014255 compressed from 6055280 writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp 17 seconds elapsed [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.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! 18890 faces 58046286 square feet [8358665216.00 square inches] 60 Displacements 4565917 Square Feet [657492160.00 Square Inches] 18890 patches before subdivision 858122 patches after subdivision 1 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3 materialPath: c:\program files (x86)\steam\steamapps\tennisball355\half-life 2 episode two\ep2\materials Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf 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 (1) Chop Details...done (0) Find Visible Detail Sides...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! NODRAW on terrain surface! done (0) writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (96879 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 296 texinfos to 177 Reduced 11 texdatas to 9 (308 bytes to 214) Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp 4 seconds elapsed 2 threads reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt 4915 portalclusters 12885 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 247956 visible clusters (0.00%) Total clusters visible: 18793271 Average clusters visible: 3823 Building PAS... Average clusters audible: 4914 visdatasize:6014255 compressed from 6055280 writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp 17 seconds elapsed [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.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! 18890 faces 58046286 square feet [8358665216.00 square inches] 60 Displacements 4565917 Square Feet [657492160.00 Square Inches] 18890 patches before subdivision 858122 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3 materialPath: c:\program files (x86)\steam\steamapps\tennisball355\half-life 2 episode two\ep2\materials Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf 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 (2) Chop Details...done (0) Find Visible Detail Sides...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! NODRAW on terrain surface! done (0) writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (96879 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 296 texinfos to 177 Reduced 11 texdatas to 9 (308 bytes to 214) Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp 6 seconds elapsed 2 threads reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt 4915 portalclusters 12885 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 247956 visible clusters (0.00%) Total clusters visible: 18793271 Average clusters visible: 3823 Building PAS... Average clusters audible: 4914 visdatasize:6014255 compressed from 6055280 writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp 16 seconds elapsed [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.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! 18890 faces 58046286 square feet [8358665216.00 square inches] 60 Displacements 4565917 Square Feet [657492160.00 Square Inches] 18890 patches before subdivision 858122 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3 materialPath: c:\program files (x86)\steam\steamapps\tennisball355\half-life 2 episode two\ep2\materials Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf 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 (1) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (0) writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (96879 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 296 texinfos to 177 Reduced 11 texdatas to 9 (308 bytes to 214) Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp 5 seconds elapsed 2 threads reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt 4915 portalclusters 12885 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2. [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.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! No vis information, direct lighting only. 18890 faces 58046286 square feet [8358665216.00 square inches] 60 Displacements 4565917 Square Feet [657492160.00 Square Inches] 2 direct lights 0. materialPath: c:\program files (x86)\steam\steamapps\tennisball355\half-life 2 episode two\ep2\materials Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf 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 (1) Chop Details...done (0) Find Visible Detail Sides...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! NODRAW on terrain surface! done (0) writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (96879 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 296 texinfos to 177 Reduced 11 texdatas to 9 (308 bytes to 214) Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp 4 seconds elapsed 2 threads reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt 4915 portalclusters 12885 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2. [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.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! No vis information, direct lighting only. 18890 faces 58046286 square feet [8358665216.00 square inches] 60 Displacements 4565917 Square Feet [657492160.00 Square Inches] 2 direct lights 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<1.2674 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 21/1024 1008/49152 ( 2.1%) brushes 243/8192 2916/98304 ( 3.0%) brushsides 1635/65536 13080/524288 ( 2.5%) planes 1332/65536 26640/1310720 ( 2.0%) vertexes 20889/65536 250668/786432 (31.9%) nodes 8906/65536 284992/2097152 (13.6%) texinfos 177/12288 12744/884736 ( 1.4%) texdata 9/2048 288/65536 ( 0.4%) dispinfos 60/0 10560/0 ( 0.0%) disp_verts 4860/0 97200/0 ( 0.0%) disp_tris 7680/0 15360/0 ( 0.0%) disp_lmsamples 2108768/0 2108768/0 ( 0.0%) faces 18890/65536 1057840/3670016 (28.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 966/65536 54096/3670016 ( 1.5%) leaves 8928/65536 285696/2097152 (13.6%) leaffaces 19164/65536 38328/131072 (29.2%) leafbrushes 9747/65536 19494/131072 (14.9%) areas 2/256 16/2048 ( 0.8%) surfedges 81116/512000 324464/2048000 (15.8%) edges 42124/256000 168496/1024000 (16.5%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 265/32768 2650/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3837/65536 7674/131072 ( 5.9%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 28569296/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 15765/393216 ( 4.0%) LDR ambient table 8928/65536 35712/262144 (13.6%) HDR ambient table 8928/65536 35712/262144 (13.6%) LDR leaf ambient 53341/65536 1493548/1835008 (81.4%) VERY FULL! HDR leaf ambient 8928/65536 249984/1835008 (13.6%) 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] 1/2272 ( 0.0%) pakfile [variable] 87183/0 ( 0.0%) physics [variable] 96879/4194304 ( 2.3%) physics terrain [variable] 29488/1048576 ( 2.8%) Level flags = 0 Total triangle count: 39451 Writing c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp 4 minutes, 49 seconds elapsed [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.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! No vis information, direct lighting only. materialPath: c:\program files (x86)\steam\steamapps\tennisball355\half-life 2 episode two\ep2\materials Loading C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.vmf 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 (2) Chop Details...done (0) Find Visible Detail Sides...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! NODRAW on terrain surface! done (0) writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (96879 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 296 texinfos to 177 Reduced 11 texdatas to 9 (308 bytes to 214) Writing C:\Users\charles\Desktop\Random desktop stuffs\gm_landsea_wip_with_lighting.bsp 5 seconds elapsed 2 threads reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.bsp reading c:\users\charles\desktop\random desktop stuffs\gm_landsea_wip_with_lighting.prt 4915 portalclusters 12885 numportals 0...1...2...3...4...5...6...7...8...9...100...1... [/code]
Use [noparse][code] [/code][/noparse] and is that the full compile log?
It's not the full compile log and it looks like you either have a leak or aren't running vvis.
Gah, sorry, copy+paste fail. I don't think it's a leak because water works fine. As for vvis , I'm running everything on normal.
[quote]NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface![/quote] Looks like you have a displacement(s) textured with nodraw. Try finding that particular displacement(s) and changing the texture of it.
This may be a no-brainer but light from a light_environment entity only is emitted from a brush with the "toolsskybox" texture. [url]http://developer.valvesoftware.com/wiki/Light_environment[/url]
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