• Skybox issue
    6 replies, posted
other parts of the map show through the skybox [IMG]http://puu.sh/qbziR/189a9f239d.jpg[/IMG] using fullbright because map is super dark proof: [IMG]http://puu.sh/qbzjA/ce225ab821.jpg[/IMG]
post your compile
You either have a leak or you are running vvis.exe on -fast.
I don't have any leaks, and vvis is on normal, here's my compile log og ogogogog: [CODE] ** Executing... ** Command: "D:\SteamGames\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\GarrysMod\garrysmod" "D:\SteamGames\steamapps\common\GarrysMod\garrysmod\addons\construct-pack\maps\gm_construnnel.vmf" Valve Software - vbsp.exe (Mar 14 2016) 4 threads materialPath: D:\SteamGames\steamapps\common\GarrysMod\garrysmod\materials Loading D:\SteamGames\steamapps\common\GarrysMod\garrysmod\addons\construct-pack\maps\gm_construnnel.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in d:\steamgames\steamapps\common\garrysmod\garrysmod\gameinfo.txt 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 206 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\SteamGames\steamapps\common\GarrysMod\garrysmod\addons\construct-pack\maps\gm_construnnel.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (635031 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 761 texinfos to 476 Reduced 36 texdatas to 28 (1498 bytes to 1139) Writing D:\SteamGames\steamapps\common\GarrysMod\garrysmod\addons\construct-pack\maps\gm_construnnel.bsp 0 seconds elapsed ** Executing... ** Command: "D:\SteamGames\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\GarrysMod\garrysmod" "D:\SteamGames\steamapps\common\GarrysMod\garrysmod\addons\construct-pack\maps\gm_construnnel" Valve Software - vvis.exe (Dec 9 2014) 4 threads reading d:\steamgames\steamapps\common\garrysmod\garrysmod\addons\construct-pack\maps\gm_construnnel.bsp reading d:\steamgames\steamapps\common\garrysmod\garrysmod\addons\construct-pack\maps\gm_construnnel.prt 503 portalclusters 1488 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 (124) Optimized: 263 visible clusters (0.13%) Total clusters visible: 199260 Average clusters visible: 396 Building PAS... Average clusters audible: 492 visdatasize:66033 compressed from 64384 writing d:\steamgames\steamapps\common\garrysmod\garrysmod\addons\construct-pack\maps\gm_construnnel.bsp 2 minutes, 4 seconds elapsed ** Executing... ** Command: "D:\SteamGames\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\GarrysMod\garrysmod" "D:\SteamGames\steamapps\common\GarrysMod\garrysmod\addons\construct-pack\maps\gm_construnnel" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\steamgames\steamapps\common\garrysmod\garrysmod\addons\construct-pack\maps\gm_construnnel.bsp Setting up ray-trace acceleration structure... Done (0.28 seconds) 3325 faces 2426539 square feet [349421600.00 square inches] 6 Displacements 26129 Square Feet [3762688.25 Square Inches] 3325 patches before subdivision 37055 patches after subdivision 62 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 4057752, max 648 transfer lists: 31.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(61388, 42027, 15066) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(11812, 7716, 2451) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2284, 1424, 401) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(442, 263, 66) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(86, 49, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(17, 9, 2) 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<0.0107 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 814/8192 9768/98304 ( 9.9%) brushsides 5318/65536 42544/524288 ( 8.1%) planes 1660/65536 33200/1310720 ( 2.5%) vertexes 6673/65536 80076/786432 (10.2%) nodes 1097/65536 35104/2097152 ( 1.7%) texinfos 476/12288 34272/884736 ( 3.9%) texdata 28/2048 896/65536 ( 1.4%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1734/0 34680/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 71709/0 71709/0 ( 0.0%) faces 3325/65536 186200/3670016 ( 5.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2209/65536 123704/3670016 ( 3.4%) leaves 1099/65536 35168/2097152 ( 1.7%) leaffaces 3890/65536 7780/131072 ( 5.9%) leafbrushes 1514/65536 3028/131072 ( 2.3%) areas 2/256 16/2048 ( 0.8%) surfedges 26634/512000 106536/2048000 ( 5.2%) edges 19230/256000 76920/1024000 ( 7.5%) LDR worldlights 62/8192 5456/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 701/32768 7010/327680 ( 2.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15378/65536 30756/131072 (23.5%) cubemapsamples 54/1024 864/16384 ( 5.3%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 921100/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 66033/16777216 ( 0.4%) entdata [variable] 26282/393216 ( 6.7%) LDR ambient table 1099/65536 4396/262144 ( 1.7%) HDR ambient table 1099/65536 4396/262144 ( 1.7%) LDR leaf ambient 4261/65536 119308/1835008 ( 6.5%) HDR leaf ambient 1099/65536 30772/1835008 ( 1.7%) 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] 1/4406 ( 0.0%) pakfile [variable] 5710898/0 ( 0.0%) physics [variable] 635031/4194304 (15.1%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 11162 Writing d:\steamgames\steamapps\common\garrysmod\garrysmod\addons\construct-pack\maps\gm_construnnel.bsp 12 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\SteamGames\steamapps\common\GarrysMod\garrysmod\addons\construct-pack\maps\gm_construnnel.bsp" "D:\SteamGames\steamapps\common\GarrysMod\garrysmod\maps\gm_construnnel.bsp" [/CODE] i also have a black box around my map because i still have open spaces and i dont want any leaks
Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. use power of 3 dsplacements, select your displacements then destroy and create with power of 3 if you need better detail displacements use smaller brushes to start with i.e from 1024 to 128 :) In your enviroment_light is the pitch set to a negative number i.e - 35 up to -90 if you know the name of the sky textures you can find the settings for it here [url]https://developer.valvesoftware.com/wiki/Sky_List[/url] which will give you the right angles and colour settings :) with the tunnel place an areaportal over the opening to see if that stops the sky showing the rest of the level
-displacement thing did nothing -i dont have a light env -wtf is an area portal :c :boxhide:
if you use a skybox you need a light enviroment [url]https://developer.valvesoftware.com/wiki/Light_environment[/url] or the world outside will be dark and info on an areaportal is here [url]https://developer.valvesoftware.com/wiki/Areaportal[/url] can you post a screen shot of your 4 views in hammer
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