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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