• Matte Black Brushes?
    16 replies, posted
My map used to look like this [THUMB]http://i.imgur.com/Rtz83.jpg[/THUMB] As you can see it does have a enviroment light and whatnot. and after about 25 compiles, It started to become into this: [THUMB]http://i.imgur.com/pySFX.jpg[/THUMB] Now I have no idea what the problem is. And I've tried google, with no luck that fixed my problem.
You might have deleted the light, or perhaps you never added sky light, but added a light source indoors/the fire at the car.
[QUOTE=yoBrelliKX;37406640]You might have deleted the light, or perhaps you never added sky light, but added a light source indoors/the fire at the car.[/QUOTE] But, it only started turning black after I added a room with a cube map in it. The screenshots are just really far apart in terms of compiles.
Not sure if this is helpful, but I figured out that if I shoot it lights up the ground so it seems to be a problem with lighting? [THUMB]http://i.imgur.com/byl46.jpg[/THUMB]
Remove the cubemap?
[QUOTE=salmonmarine;37411982]Remove the cubemap?[/QUOTE] I've never had this happen before mind explaining a bit more? Because I have quite a few cubemaps in my map.
Is your fullbright on any number other than 0? CS:GO did something similar to mine when I was using fullbright for testing.
My console says I was at mat_fullbright 0, and I tried changing it from 0 to 1 then back to 0. Nothing changed, except I was able to see my map with mat_fullbright 1, but the shadows we're there and messed up. [editline]26th August 2012[/editline] [QUOTE=salmonmarine;37411982]Remove the cubemap?[/QUOTE] I did just try removing all the cubemaps in the map, it did nothing. Also sorry for bumping the thread, I don't mean to, it's just that I put a solid 10 hours into work on this map.
Post the compile log.
do you have models in your skybox? set them to not cast lightmap shadows. I had an issue like this once.
[CODE] materialPath: F:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading C:\Users\George\Desktop\cs_hotel\cs_hotel.vmf Map revision 190 ConVarRef gpu_level doesn't point to an existing ConVar Material not found!: BRICK/BRICKFLOOR001A Material not found!: BUILDINGS/GEN17 Material not found!: STONE/STONETRIM004A Material not found!: BUILDINGS/GEN21 Patching WVT material: maps/cs_hotel/dev/dev_blendmeasure_wvt_patch 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 16 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\George\Desktop\cs_hotel\cs_hotel.prt...Building visibility clusters... done (0) 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) (103345 bytes) Static prop models/props_urban/curb_straight001_64.mdl outside the map (1404.00, 480.00, 65.00) Static prop models/props_urban/curb_straight001_64.mdl outside the map (-508.00, 480.00, 65.00) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 617 texinfos to 366 Reduced 52 texdatas to 44 (1244 bytes to 1026) Writing C:\Users\George\Desktop\cs_hotel\cs_hotel.bsp 4 seconds elapsed 8 threads reading c:\users\george\desktop\cs_hotel\cs_hotel.bsp reading c:\users\george\desktop\cs_hotel\cs_hotel.prt 381 portalclusters 1202 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 437 visible clusters (0.00%) Total clusters visible: 98508 Average clusters visible: 258 Building PAS... Average clusters audible: 379 visdatasize:39299 compressed from 36576 writing c:\users\george\desktop\cs_hotel\cs_hotel.bsp 29 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\george\desktop\cs_hotel\cs_hotel.bsp 2560 faces 1300124 square feet [187217856.00 square inches] 4 Displacements 2572 Square Feet [370478.00 Square Inches] 2560 patches before subdivision zero area child patch zero area child patch 160690 patches after subdivision 13 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 14408259, max 952 transfer lists: 109.9 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 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0...1...2...3...4...5...6...7...8...9...10 Bounce #100 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.3697 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 1/1024 48/49152 ( 0.1%) brushes 280/8192 3360/98304 ( 3.4%) brushsides 1861/65536 14888/524288 ( 2.8%) planes 1226/65536 24520/1310720 ( 1.9%) vertexes 4009/65536 48108/786432 ( 6.1%) nodes 877/65536 28064/2097152 ( 1.3%) texinfos 366/12288 26352/884736 ( 3.0%) texdata 44/2048 1408/65536 ( 2.1%) dispinfos 4/0 704/0 ( 0.0%) disp_verts 1156/0 23120/0 ( 0.0%) disp_tris 2048/0 4096/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 7927/0 7927/0 ( 0.0%) faces 2560/65536 143360/3670016 ( 3.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 721/65536 40376/3670016 ( 1.1%) facebrushes 94/0 188/0 ( 0.0%) facebrushlists 2560/0 10240/0 ( 0.0%) leaves 879/65536 28128/2097152 ( 1.3%) leaffaces 2928/65536 5856/131072 ( 4.5%) leafbrushes 763/65536 1526/131072 ( 1.2%) areas 3/256 24/2048 ( 1.2%) surfedges 14599/512000 58396/2048000 ( 2.9%) edges 8361/256000 33444/1024000 ( 3.3%) LDR worldlights 12/8192 1200/819200 ( 0.1%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 187/32768 1870/327680 ( 0.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3216/65536 6432/131072 ( 4.9%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 7/512 2464/180224 ( 1.4%) LDR lightdata [variable] 6332651/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 39299/16777216 ( 0.2%) entdata [variable] 25879/393216 ( 6.6%) LDR ambient table 879/65536 3516/262144 ( 1.3%) HDR ambient table 879/65536 3516/262144 ( 1.3%) LDR leaf ambient 4097/65536 114716/1835008 ( 6.3%) HDR leaf ambient 879/65536 24612/1835008 ( 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] 1/17210 ( 0.0%) pakfile [variable] 149704/0 ( 0.0%) physics [variable] 103345/4194304 ( 2.5%) physics terrain [variable] 514/1048576 ( 0.0%) Level flags = 4 Total triangle count: 6578 Writing c:\users\george\desktop\cs_hotel\cs_hotel.bsp 1 minute, 20 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\george\desktop\cs_hotel\cs_hotel.bsp 2560 faces 1300124 square feet [187217856.00 square inches] 4 Displacements 2572 Square Feet [370478.00 Square Inches] 2560 patches before subdivision zero area child patch zero area child patch 160690 patches after subdivision 13 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 14408259, max 952 transfer lists: 109.9 megs 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#95 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #96 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #97 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #98 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #99 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #100 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.4779 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 1/1024 48/49152 ( 0.1%) brushes 280/8192 3360/98304 ( 3.4%) brushsides 1861/65536 14888/524288 ( 2.8%) planes 1226/65536 24520/1310720 ( 1.9%) vertexes 4009/65536 48108/786432 ( 6.1%) nodes 877/65536 28064/2097152 ( 1.3%) texinfos 366/12288 26352/884736 ( 3.0%) texdata 44/2048 1408/65536 ( 2.1%) dispinfos 4/0 704/0 ( 0.0%) disp_verts 1156/0 23120/0 ( 0.0%) disp_tris 2048/0 4096/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 7927/0 7927/0 ( 0.0%) faces 2560/65536 143360/3670016 ( 3.9%) hdr faces 2560/65536 143360/3670016 ( 3.9%) origfaces 721/65536 40376/3670016 ( 1.1%) facebrushes 94/0 188/0 ( 0.0%) facebrushlists 2560/0 10240/0 ( 0.0%) leaves 879/65536 28128/2097152 ( 1.3%) leaffaces 2928/65536 5856/131072 ( 4.5%) leafbrushes 763/65536 1526/131072 ( 1.2%) areas 3/256 24/2048 ( 1.2%) surfedges 14599/512000 58396/2048000 ( 2.9%) edges 8361/256000 33444/1024000 ( 3.3%) LDR worldlights 12/8192 1200/819200 ( 0.1%) HDR worldlights 12/8192 1200/819200 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 187/32768 1870/327680 ( 0.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3216/65536 6432/131072 ( 4.9%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 7/512 2464/180224 ( 1.4%) LDR lightdata [variable] 6332651/0 ( 0.0%) HDR lightdata [variable] 6332651/0 ( 0.0%) visdata [variable] 39299/16777216 ( 0.2%) entdata [variable] 25879/393216 ( 6.6%) LDR ambient table 879/65536 3516/262144 ( 1.3%) HDR ambient table 879/65536 3516/262144 ( 1.3%) LDR leaf ambient 4097/65536 114716/1835008 ( 6.3%) HDR leaf ambient 4097/65536 114716/1835008 ( 6.3%) 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] 1/17210 ( 0.0%) pakfile [variable] 149704/0 ( 0.0%) physics [variable] 103345/4194304 ( 2.5%) physics terrain [variable] 514/1048576 ( 0.0%) Level flags = 4 Total triangle count: 6578 Writing c:\users\george\desktop\cs_hotel\cs_hotel.bsp 1 minute, 37 seconds elapsed [/CODE] [editline]26th August 2012[/editline] [QUOTE=Stiffy360;37415109]do you have models in your skybox? set them to not cast lightmap shadows. I had an issue like this once.[/QUOTE] No models in the skybox, only brushes. I also want to say thanks to everyone trying to help me, it means a ton.
Static prop models/props_urban/curb_straight001_64.mdl outside the map (1404.00, 480.00, 65.00) Static prop models/props_urban/curb_straight001_64.mdl outside the map (-508.00, 480.00, 65.00) Probably doesn't have anything to do with the lighting issues (it might because CS:GO has some new lighting shit I know next to nothing about ???), but you might want to fix it anyway.
[QUOTE=Miigga;37417663]Static prop models/props_urban/curb_straight001_64.mdl outside the map (1404.00, 480.00, 65.00) Static prop models/props_urban/curb_straight001_64.mdl outside the map (-508.00, 480.00, 65.00) Probably doesn't have anything to do with the lighting issues (it might because CS:GO has some new lighting shit I know next to nothing about ???), but you might want to fix it anyway.[/QUOTE] They weren't actually outside of the map they're inside of brushes, and it's never caused me any problems before. Not sure if it affects what happened.
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0...1...2...3...4...5...6...7...8...9...10 Bounce #82 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #83 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #84 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #85 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #86 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #87 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #88 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #89 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #90 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #91 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #92 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #93 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #94 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #95 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #96 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #97 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #98 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #99 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #100 added RGB(1, 1, 1)[/code] Your light isn't bouncing. Try throwing everything into a new .vmf
[code]Material not found!: BRICK/BRICKFLOOR001A Material not found!: BUILDINGS/GEN17 Material not found!: STONE/STONETRIM004A Material not found!: BUILDINGS/GEN21[/code] You should also probably fix this.
[QUOTE=Miigga;37417663]Static prop models/props_urban/curb_straight001_64.mdl outside the map (1404.00, 480.00, 65.00) Static prop models/props_urban/curb_straight001_64.mdl outside the map (-508.00, 480.00, 65.00) Probably doesn't have anything to do with the lighting issues (it might because CS:GO has some new lighting shit I know next to nothing about ???), but you might want to fix it anyway.[/QUOTE] It's caused by this.
Thanks guys, fixing all of the above fixed it.
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