• My maps Lights is bugged ?
    16 replies, posted
Hello, i am currently making a map and for some reasons the map is in 100% brightness.. It has nothing with my game to do it's the map, iv tryed the mat_fullbright 0, iv tryed compiling and testing on two different pcs (laptop and my stationary) Both of my pc's arent really that good, (i am building it but need money for it) Alright so heres the screenshots of the map. (the map is a edit for an already existing map, and the main map does have everything working, i decompiled and then i compiled to test..) [url]http://steamcommunity.com/sharedfiles/filedetails/?id=723731458[/url] Ill get a screenshot of how it is supposed to be soon [editline]13th July 2016[/editline] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=723749005[/url] [editline]13th July 2016[/editline] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=723748785[/url] [editline]13th July 2016[/editline] Also, the skybox is fucked up. It shows the reflection of the map too instead of just the sky
can you post a compile log ,, decompiling might have broken something which might show up in the log
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\George\Desktop\concentmpa\rp_concentration_camp_vg.vmf Can't find surfaceprop panel for material METAL/PRODVENTA, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "mechanics/metal2" not found. Material not found!: MECHANICS/METAL2 Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/rp_concentration_camp_vg/nature/blendcliffgrass001a_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 414 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (1) writing C:\Users\George\Desktop\concentmpa\rp_concentration_camp_vg.prt...Building visibility clusters... done (1) 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 (1) (1114904 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1982 texinfos to 1433 Reduced 79 texdatas to 58 (2809 bytes to 1965) Writing C:\Users\George\Desktop\concentmpa\rp_concentration_camp_vg.bsp Wrote ZIP buffer, estimated size 222834, actual size 219672 7 seconds elapsed CMaterialDict::Shutdown m_MissingList count: 1 4 threads reading c:\users\george\desktop\concentmpa\rp_concentration_camp_vg.bsp reading c:\users\george\desktop\concentmpa\rp_concentration_camp_vg.prt 2670 portalclusters 6911 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5
this isn't the full compile log if you look in the folder where the vmf is you'll see a .log file with the same name as the map then post it here with Quote tags around it :)
That is the .log file
your map is not finishing the compile proccess then, it has to do vbsp which builds the Geometry vvis that worker out the visiblity of the level, then vrad that works out the lighting,, wat you posted looks like the bsp finised and vvis stopped half way through
Gary D, why did you disagree? There's not anything to disagree at [editline]13th July 2016[/editline] How do i make it work then?
[QUOTE=SlayerLegendz;50702631] NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! [/QUOTE] Seems you have a few displacements that have the nodraw texture on them. From my experiences, this often causes the compile tools to throw a fit. You'll have to hide everything but the displacements and either replace the nodraw texture with the tools/toolsinvisible texture, or just destroy the sides with nodraw on them.
i think it would be easier to destory the displacements and remake them correctly
I don't know what's wrong, could i pay one of you to do it for me when i have finished everything?
You don't need to pay anything if you post the full compile log. Compile your map and select ALL of the text that appears when the map finishes compiling. Use [code] tags like [code]so[/code] to post the log here so it doesn't take up the entire screen.
kk, but it crashes when i compile
Then we can't really help you. Try compiling without vvis (optimization) and vrad (lighting) to get the most important part of the compile log.
how i do that
when you click run in Hammer make sure you select advance on the run box then untick vvis and vrad and it'll just do the vbsp compile
[quote]writing C:\Users\George\Desktop\concentmpa\rp_concentratio n_camp_vg.prt...Building visibility clusters...[/quote] Spaces in your map are bad. Resave the vmf with the space removed.
[QUOTE=TheYagich;50707935]Spaces in your map are bad. Resave the vmf with the space removed.[/QUOTE] While true, the reason there's a space there is likely because Facepunch automatically adds one after enough unbroken characters. It's one of the reasons we usually recommend users posting compile logs inside the [code] BBC.
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