• Still getting ugly shadows
    14 replies, posted
A while back I posted a thread about having ugly shadows, even when I had a light. I still seem to get this issue, but it changed a little bit. Certain spots in my small map have lighting, while others are pitch black, as if there is something blocking the light. I have 1 light entity, and it's just "light". SS: [QUOTE][IMG]http://images.akamai.steamusercontent.com/ugc/273967538697237202/A4B735521098EA81EBE460C8075276BEADF6532F/[/IMG][/QUOTE] Yes, I've tried putting the light in other places, but that didn't fix it, the issue would still persist.
your map is leaking.
place another light entity in the dark area and lower the brightness setting if its to bright , set Linear 1 and Quadratic 0 and bring the light entity down untill its 80 units from the floor :)
If my map was leaking, I would've been told during the compile. There isn't any yellow or red text. I've already tried something similar to that, taz, but I'll tell you later if your idea works.
No change, taz.
can you post ur .vmf so i can check it out :)
Posting your compile log always helps as well, so we can rule out any simple things which may have been overlooked.
Stiffy is just about right. Either your map has a leak and you need to fix that leak OR you are doing a fast compile in which case you should do a full compile.
Here's the compile log. Yes, it's full compile from the advanced compile menu. [code] CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_butterfly/knife_butterfly.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_flip/knife_flip.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_gut/knife_gut.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_karam/karam.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_m9_bay/knife_m9_bay.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_t/knife_t.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_tactical/knife_tactical.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m249para/m249.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_revolver/pist_revolver.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_falchion_advanced/knife_falchion_advanced.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_push/knife_push.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_survival_bowie/knife_survival_bowie.vmt. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\hns_concept_br.vmf Map revision 18 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\hns_concept_br.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) (5064 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6 texinfos to 4 Reduced 3 texdatas to 3 (69 bytes to 69) Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\hns_concept_br.bsp 0 seconds elapsed 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\hns_concept_br.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\hns_concept_br.prt 3 portalclusters 2 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%) Total clusters visible: 9 Average clusters visible: 3 Building PAS... Average clusters audible: 3 visdatasize:34 compressed from 48 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\hns_concept_br.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [17 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\hns_concept_br.bsp 15 faces 955 square feet [137632.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 15 patches before subdivision 77 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1279, max 38 transfer lists: 0.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0000 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 Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 14/8192 168/98304 ( 0.2%) brushsides 84/65536 672/524288 ( 0.1%) planes 44/65536 880/1310720 ( 0.1%) vertexes 43/65536 516/786432 ( 0.1%) nodes 20/65536 640/2097152 ( 0.0%) texinfos 4/12288 288/884736 ( 0.0%) texdata 3/2048 96/65536 ( 0.1%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 15/65536 840/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 14/65536 784/3670016 ( 0.0%) facebrushes 4/0 8/0 ( 0.0%) facebrushlists 15/0 60/0 ( 0.0%) leaves 22/65536 704/2097152 ( 0.0%) leaffaces 15/65536 30/131072 ( 0.0%) leafbrushes 14/65536 28/131072 ( 0.0%) areas 2/1024 16/8192 ( 0.2%) surfedges 118/512000 472/2048000 ( 0.0%) edges 81/256000 324/1024000 ( 0.0%) LDR worldlights 2/8192 200/819200 ( 0.0%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/1024 0/360448 ( 0.0%) LDR lightdata [variable] 13368/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 34/16777216 ( 0.0%) entdata [variable] 1051/393216 ( 0.3%) LDR ambient table 22/65536 88/262144 ( 0.0%) HDR ambient table 22/65536 88/262144 ( 0.0%) LDR leaf ambient 3/65536 84/1835008 ( 0.0%) HDR leaf ambient 22/65536 616/1835008 ( 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] 1/218 ( 0.5%) pakfile [variable] 86834/0 ( 0.0%) physics [variable] 5064/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 1d Total triangle count: 32 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\hns_concept_br.bsp 1 second elapsed [Reading texlights from 'lights.rad'] [17 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\hns_concept_br.bsp 15 faces 955 square feet [137632.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 15 patches before subdivision 77 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1279, max 38 transfer lists: 0.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0000 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 Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 14/8192 168/98304 ( 0.2%) brushsides 84/65536 672/524288 ( 0.1%) planes 44/65536 880/1310720 ( 0.1%) vertexes 43/65536 516/786432 ( 0.1%) nodes 20/65536 640/2097152 ( 0.0%) texinfos 4/12288 288/884736 ( 0.0%) texdata 3/2048 96/65536 ( 0.1%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 15/65536 840/3670016 ( 0.0%) hdr faces 15/65536 840/3670016 ( 0.0%) origfaces 14/65536 784/3670016 ( 0.0%) facebrushes 4/0 8/0 ( 0.0%) facebrushlists 15/0 60/0 ( 0.0%) leaves 22/65536 704/2097152 ( 0.0%) leaffaces 15/65536 30/131072 ( 0.0%) leafbrushes 14/65536 28/131072 ( 0.0%) areas 2/1024 16/8192 ( 0.2%) surfedges 118/512000 472/2048000 ( 0.0%) edges 81/256000 324/1024000 ( 0.0%) LDR worldlights 2/8192 200/819200 ( 0.0%) HDR worldlights 2/8192 200/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/1024 0/360448 ( 0.0%) LDR lightdata [variable] 13368/0 ( 0.0%) HDR lightdata [variable] 13368/0 ( 0.0%) visdata [variable] 34/16777216 ( 0.0%) entdata [variable] 1051/393216 ( 0.3%) LDR ambient table 22/65536 88/262144 ( 0.0%) HDR ambient table 22/65536 88/262144 ( 0.0%) LDR leaf ambient 3/65536 84/1835008 ( 0.0%) HDR leaf ambient 3/65536 84/1835008 ( 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] 1/218 ( 0.5%) pakfile [variable] 99222/0 ( 0.0%) physics [variable] 5064/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 1f Total triangle count: 32 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\hns_concept_br.bsp 1 second elapsed [/code] [URL="http://www.mediafire.com/download/k3jd3a7tnd9nc8q/hns_concept_br.vmf"]Here's the map VMF, too.[/URL]
I looked at your vmf and compiled it with out changing it and the lighting is ok no black or dark areas i even removed one light entity and it was still ok, maybe its a game setting you have try adjusting the game brightness, 2 questions i have thou 1 why do u have brushes of 2 units ? 16, 32, 64 units is the norm when blocking out a level 2 why did you name the light entities ??
entity light (-32.00 -42.00 108.00) leaked!
[QUOTE=20-14;50204915]entity light (-32.00 -42.00 108.00) leaked![/QUOTE] The log file is of multiple compiles which have been appended to the log the last compile in the log is latest and when compiling the vmf there is no leak
Oh. Sorry then. I just slapped whole log in error checker, saw only that. -Snip- coz I'm stupid.
[QUOTE=taz0;50204770] 2 why did you name the light entities ??[/QUOTE] Here is your answer. Named lights tend to cause errors. Remove names from all your lights and try recompiling.
[QUOTE=taz0;50204770]I looked at your vmf and compiled it with out changing it and the lighting is ok no black or dark areas i even removed one light entity and it was still ok, maybe its a game setting you have try adjusting the game brightness, 2 questions i have thou 1 why do u have brushes of 2 units ? 16, 32, 64 units is the norm when blocking out a level 2 why did you name the light entities ??[/QUOTE] That's really weird, so I guess it IS just me. Anybody know why this is? as to the walls, they're probably that thick because that's what the size of the squares were when I made the walls. [QUOTE=Grenade Man;50206791]Here is your answer. Named lights tend to cause errors. Remove names from all your lights and try recompiling.[/QUOTE] I named it afterwords, not right away. It was just a test, but I'll remove it anyway. [editline]26th April 2016[/editline] Okay, so I somehow managed to fix it. I just redid all the surfaces that were getting the shadows, and like magic, they're gone. Thanks for all the help!
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