• Lighting trough displacement
    6 replies, posted
Hey, got some probs here, you can see the lighting going underneath my displacements, also the foliage on the second image is fullbright. [url=http://www.uploadhouse.com/viewfile.php?id=5506751&showlnk=0][img]http://img6.uploadhouse.com/fileuploads/5506/5506751105f650451532a89c28e93b871ed6957.jpg[/img][/url] [url=http://www.uploadhouse.com/viewfile.php?id=5506752&showlnk=0][img]http://img6.uploadhouse.com/fileuploads/5506/55067529f775c3b7dfb9055d7f9e30e4f0eb985.jpg[/img][/url] Anyone know what's up? I can't seem to fix it, i tried different light_envs and also put a blocklight behind the displacements but it doesn't change anything. Cheers to anyone that wants to help
-snip-
Covering up behind the join with blocklight/nodraw has always worked for me, are you doing a full vrad compile?
What metallics said. Thats how I fixed it for my map.
[code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\-\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\-\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files (x86)\steam\steamapps\-\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.vmf Can't find surfaceprop panel for material METAL/PRODVENTA, using default 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 130 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_07rt" Can't load skybox file skybox/sky_day01_07 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) (51000 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! ..Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01! 9...10 Compacting texture/material tables... Reduced 284 texinfos to 207 Reduced 24 texdatas to 22 (593 bytes to 544) Writing C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\-\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\-\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files (x86)\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp reading c:\program files (x86)\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.prt 155 portalclusters 478 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 (1) Optimized: 8 visible clusters (0.00%) Total clusters visible: 14119 Average clusters visible: 91 Building PAS... Average clusters audible: 151 visdatasize:7342 compressed from 7440 writing c:\program files (x86)\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\-\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\-\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp 591 faces 220411 square feet [31739312.00 square inches] 15 displacements 14109 square feet [2031810.50 square inches] 591 patches before subdivision 9321 patches after subdivision 14 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 451387, max 281 transfer lists: 3.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(36509, 19433, 5556) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(5204, 2786, 623) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(984, 542, 101) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(201, 116, 18) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(46, 28, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(11, 7, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(3, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0064 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 155/8192 1860/98304 ( 1.9%) brushsides 1118/65536 8944/524288 ( 1.7%) planes 1066/65536 21320/1310720 ( 1.6%) vertexes 1231/65536 14772/786432 ( 1.9%) nodes 356/65536 11392/2097152 ( 0.5%) texinfos 207/12288 14904/884736 ( 1.7%) texdata 22/2048 704/65536 ( 1.1%) dispinfos 15/0 2640/0 ( 0.0%) disp_verts 3919/0 78380/0 ( 0.0%) disp_tris 6912/0 13824/0 ( 0.0%) disp_lmsamples 35496/0 35496/0 ( 0.0%) faces 591/65536 33096/3670016 ( 0.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 428/65536 23968/3670016 ( 0.7%) leaves 365/65536 11680/2097152 ( 0.6%) leaffaces 616/65536 1232/131072 ( 0.9%) leafbrushes 253/65536 506/131072 ( 0.4%) areas 2/256 16/2048 ( 0.8%) surfedges 4567/512000 18268/2048000 ( 0.9%) edges 2862/256000 11448/1024000 ( 1.1%) LDR worldlights 14/8192 1232/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 130/32768 1300/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2259/65536 4518/131072 ( 3.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 268524/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 7342/16777216 ( 0.0%) entdata [variable] 19261/393216 ( 4.9%) LDR leaf ambient 365/65536 8760/1572864 ( 0.6%) 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] 1/5092 ( 0.0%) pakfile [variable] 10006/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 51000/4194304 ( 1.2%) ==== Total Win32 BSP file data space used: 676779 bytes ==== Total triangle count: 1770 Writing c:\program files (x86)\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp 13 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp" "c:\program files (x86)\steam\steamapps\-\counter-strike source\cstrike\maps\maze11.bsp" [/code] What exactly do you mean, covering up behind the join. I did put a blocklight behind the displacements but not fully. And yes, full vrad compile.
If you sealed the map up properly instead of having it entirely surrounded with skybox brushes you wouldn't usually need a workaround fix.
Oke, i did put a whole sky box around the map, but i will change that when the map gets done, saves alot of time, i get what the problem is now though, thanks!
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