It's not my mat_fullbright 0.
The situation is, I have two computers, and one map.
One of my computer is faster, so I use that computer to compile the map, but it doesn't have all of the textures.
My second computer has all of the textures, but the PC shuts off / crashes when I compile too long. (I need to clean out the fans, but still.)
So I compile on my fast PC, it takes 13 hours using half of the proccessor, with StaticPropPolys and TextureShadows, LDR and HDR. (I ALWAYS use VBCT to compile, and have had NO issues with it on ANYTHING. So it's not that.)
It's fullbright, so I just recopy over all of the files;
[IMG]http://snag.gy/b8bes.jpg[/IMG]
And compile with VBCT. I ONLY run VRAD, with StaticPropPolys and TextureShadows, LDR and HDR.
It compiles;
[QUOTE]Map File Selected: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\GmadExtractor_1_6_12_600\Torrington\torrington\rp_necro_torrington_v2_d.vmf
There is no Custom Profile to load: C:\Program Files (x86)\Steam\steamapps\common\Valve Batch Compiler Tool\rp_necro_torrington_v2_d.pro
Skipping VBSP during compile.
Skipping VVIS during compile.
HDR will be enabled for compiles.
NOTE: You should typically always have LDR enabled with HDR.
Advanced Compile Options Panel selected!
VBSP Advanced:
VVIS Advanced:
VRAD Advanced: -StaticPropPolys -textureshadows -threads 03
Final Compile Selected!
Compile Start Time: Saturday, May 03, 2014, 11:46:00 AM
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\bin\vrad.exe -final -both -StaticPropPolys -textureshadows -threads 03 -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\GmadExtractor_1_6_12_600\Torrington\torrington\rp_necro_torrington_v2_d"
Valve Software - vrad.exe SSE (Nov 22 2013)
Valve Radiosity Simulator
3 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\gmadextractor_1_6_12_600\torrington\torrington\rp_necro_torrington_v2_d.bsp
Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf
Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf
Loaded alpha texture materials\models\props_street\police_barricade.vtf
Loaded alpha texture materials\models\props_plants\PlantAirport01_Super.vtf
Loaded alpha texture materials\models\props_foliage\branchesfarm01_mip0.vtf
Loaded alpha texture materials\models\props_foliage\cedar01_mip0.vtf
Loaded alpha texture materials\Models\props_c17\fence_alpha.vtf
Error! Unable to load file "models/props/cs_militia/militiarock06.dx80.vtx"
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches02.vtf
*** Encountered VTF file with an invalid minor version!
*** Encountered VTF file with an invalid full header!
*** Encountered VTF file with an invalid minor version!
*** Encountered VTF file with an invalid full header!
unexpected strips found
Setting up ray-trace acceleration structure... Done (5.90 seconds)
25310 faces
2 degenerate faces
5126406 square feet [738202496.00 square inches]
238 Displacements
420948 Square Feet [60616512.00 Square Inches]
25308 patches before subdivision
53730 patches after subdivision
168 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (99)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (56)
transfers 7795176, max 3730
transfer lists: 59.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(771, 849, 636)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(167, 265, 196)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(2, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0351 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
0 of 8 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (161)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 260/1024 12480/49152 (25.4%)
brushes 7822/8192 93864/98304 (95.5%) VERY FULL!
brushsides 56797/65536 454376/524288 (86.7%) VERY FULL!
planes 32380/65536 647600/1310720 (49.4%)
vertexes 45785/65536 549420/786432 (69.9%)
nodes 11440/65536 366080/2097152 (17.5%)
texinfos 11681/12288 841032/884736 (95.1%) VERY FULL!
texdata 1136/2048 36352/65536 (55.5%)
dispinfos 238/0 41888/0 ( 0.0%)
disp_verts 7558/0 151160/0 ( 0.0%)
disp_tris 10400/0 20800/0 ( 0.0%)
disp_lmsamples 783607/0 783607/0 ( 0.0%)
faces 25310/65536 1417360/3670016 (38.6%)
hdr faces 25310/65536 1417360/3670016 (38.6%)
origfaces 19439/65536 1088584/3670016 (29.7%)
leaves 11701/65536 374432/2097152 (17.9%)
leaffaces 34440/65536 68880/131072 (52.6%)
leafbrushes 18015/65536 36030/131072 (27.5%)
areas 10/256 80/2048 ( 3.9%)
surfedges 200826/512000 803304/2048000 (39.2%)
edges 126578/256000 506312/1024000 (49.4%)
LDR worldlights 167/8192 14696/720896 ( 2.0%)
HDR worldlights 167/8192 14696/720896 ( 2.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2811/32768 28110/327680 ( 8.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 54639/65536 109278/131072 (83.4%) VERY FULL!
cubemapsamples 223/1024 3568/16384 (21.8%)
overlays 509/512 179168/180224 (99.4%) VERY FULL!
LDR lightdata [variable] 1036396/0 ( 0.0%)
HDR lightdata [variable] 1036396/0 ( 0.0%)
visdata [variable] 1998114/16777216 (11.9%)
entdata [variable] 891276/393216 (226.7%) VERY FULL!
LDR ambient table 11701/65536 46804/262144 (17.9%)
HDR ambient table 11701/65536 46804/262144 (17.9%)
LDR leaf ambient 35080/65536 982240/1835008 (53.5%)
HDR leaf ambient 34335/65536 961380/1835008 (52.4%)
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] 1/205942 ( 0.0%)
pakfile [variable] 24022147/0 ( 0.0%)
physics [variable] 4045181/4194304 (96.4%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 72673
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\gmadextractor_1_6_12_600\torrington\torrington\rp_necro_torrington_v2_d.bsp
5 minutes, 44 seconds elapsed
Valve Software - vrad.exe SSE (Nov 22 2013)
Valve Radiosity Simulator
3 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\gmadextractor_1_6_12_600\torrington\torrington\rp_necro_torrington_v2_d.bsp
Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf
Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf
Loaded alpha texture materials\models\props_street\police_barricade.vtf
Loaded alpha texture materials\models\props_plants\PlantAirport01_Super.vtf
Loaded alpha texture materials\models\props_foliage\branchesfarm01_mip0.vtf
Loaded alpha texture materials\models\props_foliage\cedar01_mip0.vtf
Loaded alpha texture materials\Models\props_c17\fence_alpha.vtf
Error! Unable to load file "models/props/cs_militia/militiarock06.dx80.vtx"
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches02.vtf
*** Encountered VTF file with an invalid minor version!
*** Encountered VTF file with an invalid full header!
*** Encountered VTF file with an invalid minor version!
*** Encountered VTF file with an invalid full header!
unexpected strips found
Setting up ray-trace acceleration structure... Done (5.18 seconds)
25310 faces
2 degenerate faces
5126406 square feet [738202496.00 square inches]
238 Displacements
420948 Square Feet [60616512.00 Square Inches]
25308 patches before subdivision
53730 patches after subdivision
168 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (92)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (83)
transfers 7795176, max 3730
transfer lists: 59.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(541, 595, 445)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(117, 186, 137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0247 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
0 of 8 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (157)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 260/1024 12480/49152 (25.4%)
brushes 7822/8192 93864/98304 (95.5%) VERY FULL!
brushsides 56797/65536 454376/524288 (86.7%) VERY FULL!
planes 32380/65536 647600/1310720 (49.4%)
vertexes 45785/65536 549420/786432 (69.9%)
nodes 11440/65536 366080/2097152 (17.5%)
texinfos 11681/12288 841032/884736 (95.1%) VERY FULL!
texdata 1136/2048 36352/65536 (55.5%)
dispinfos 238/0 41888/0 ( 0.0%)
disp_verts 7558/0 151160/0 ( 0.0%)
disp_tris 10400/0 20800/0 ( 0.0%)
disp_lmsamples 783607/0 783607/0 ( 0.0%)
faces 25310/65536 1417360/3670016 (38.6%)
hdr faces 25310/65536 1417360/3670016 (38.6%)
origfaces 19439/65536 1088584/3670016 (29.7%)
leaves 11701/65536 374432/2097152 (17.9%)
leaffaces 34440/65536 68880/131072 (52.6%)
leafbrushes 18015/65536 36030/131072 (27.5%)
areas 10/256 80/2048 ( 3.9%)
surfedges 200826/512000 803304/2048000 (39.2%)
edges 126578/256000 506312/1024000 (49.4%)
LDR worldlights 167/8192 14696/720896 ( 2.0%)
HDR worldlights 167/8192 14696/720896 ( 2.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2811/32768 28110/327680 ( 8.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 54639/65536 109278/131072 (83.4%) VERY FULL!
cubemapsamples 223/1024 3568/16384 (21.8%)
overlays 509/512 179168/180224 (99.4%) VERY FULL!
LDR lightdata [variable] 1036396/0 ( 0.0%)
HDR lightdata [variable] 1036396/0 ( 0.0%)
visdata [variable] 1998114/16777216 (11.9%)
entdata [variable] 891276/393216 (226.7%) VERY FULL!
LDR ambient table 11701/65536 46804/262144 (17.9%)
HDR ambient table 11701/65536 46804/262144 (17.9%)
LDR leaf ambient 35080/65536 982240/1835008 (53.5%)
HDR leaf ambient 34338/65536 961464/1835008 (52.4%)
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] 1/205942 ( 0.0%)
pakfile [variable] 24022147/0 ( 0.0%)
physics [variable] 4045181/4194304 (96.4%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 72673
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\gmadextractor_1_6_12_600\torrington\torrington\rp_necro_torrington_v2_d.bsp
5 minutes, 50 seconds elapsed
1.422400 -7.670800 0.000000
1.422400 -27.101800 0.000000
1.422400 -1.168400 0.000000
-3.048000 -1.092200 0.000000
make_triangles:calc_triangle_representation: Cannot convert
1.422400 -1.168400 0.000000
1.422400 -7.670800 0.000000
-3.048000 -27.178000 0.000000
1.422400 -27.101800 0.000000
make_triangles:calc_triangle_representation: Cannot convert
1.422400 -7.670800 0.000000
1.422400 -27.101800 0.000000
1.422400 -1.168400 0.000000
-3.048000 -1.092200 0.000000
make_triangles:calc_triangle_representation: Cannot convert
1.422400 -1.168400 0.000000
1.422400 -7.670800 0.000000
-3.048000 -27.178000 0.000000
1.422400 -27.101800 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Compile Complete for this module.
VRAD Completed: Saturday, May 03, 2014, 11:57:36 AM
VRAD: brushes 7822/8192 93864/98304 (95.5%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: brushsides 56797/65536 454376/524288 (86.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: texinfos 11681/12288 841032/884736 (95.1%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: waterindices 54639/65536 109278/131072 (83.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: overlays 509/512 179168/180224 (99.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: entdata [variable] 891276/393216 (226.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: physics [variable] 4045181/4194304 (96.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 5 minutes, 44 seconds elapsed
VRAD: brushes 7822/8192 93864/98304 (95.5%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: brushsides 56797/65536 454376/524288 (86.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: texinfos 11681/12288 841032/884736 (95.1%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: waterindices 54639/65536 109278/131072 (83.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: overlays 509/512 179168/180224 (99.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: entdata [variable] 891276/393216 (226.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: physics [variable] 4045181/4194304 (96.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 5 minutes, 50 seconds elapsed
One Line Summary: 5/3/2014 11:57:36 AM, rp_necro_torrington_v2_d.vmf, Garrysmod, not run, not run, final, n/a, n/a, 00:11:36, 00:11:36
History.csv was updated.
Compile Summary - job mode: FINAL
Map Name: rp_necro_torrington_v2_d.vmf
VBSP - mode:not run, n/a, n/a elapsed
VVIS - mode:not run, n/a, n/a elapsed
VRAD - mode:final, 5 minutes, 44 seconds(LDR), 5 minutes, 50 seconds(HDR), 00:11:36 elapsed
Total Compile time: 00:11:36
NOTE: old BSP file deleted: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_necro_torrington_v2_d_old.bsp
NOTE: old BSP file renamed to : C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_necro_torrington_v2_d_old.bsp
File copied: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\GmadExtractor_1_6_12_600\Torrington\torrington\rp_necro_torrington_v2_d.bsp to C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_necro_torrington_v2_d.bsp
[/QUOTE]
But I still get fullbright BRUSHES ingame. (Props are fine, and a small smidget of brushes are fine.)
As seen here;
[IMG]http://cloud-4.steampowered.com/ugc/796319779261619707/F8A922E335F81111EC6BBE3A402325609F5CA126/1024x576.resizedimage[/IMG]
I know this means missing textures, but I don't have any on this computer, as they show up in hammer fine, and the directory is fine, and it doesn't say anything in the logs.
What I think is happening is that the VRAD that I'm compiling on this PC isn't overwriting the older VRAD.
Is there a way to rerun VRAD in a way to witch it overwrites the old VRAD?
The problem is that vrad doesn't have any color values of the surfaces to embed the lightmaps into. So to compile the map, you need all the textures.
Can't forget the fact that you skipped vbsp and vvis, so the compile tools don't even know what its compiling.
[editline]3rd May 2014[/editline]
Also doesn't help the fact that you are using a decompiled map.
Decompiled? Well it was originally a valve map (most of it), so I guess that's true.
What I'm saying, FireGod, is that I ALREADY compiled VBSP, VVIS, and VRAD, onto a .bsp.
I'm trying to RERUN VRAD on this computer, as it has all of the textures, and overwrite the old VRAD.
And it does know where to write to as it's in the compiling directory where it would be if VVIS and VBSP were compiled with it.
I'm trying to re-run/overwrite VRAD.
[QUOTE=Kemerd;44713179]Decompiled? Well it was originally a valve map (most of it), so I guess that's true.
What I'm saying, FireGod, is that I ALREADY compiled VBSP, VVIS, and VRAD, onto a .bsp.
I'm trying to RERUN VRAD on this computer, as it has all of the textures, and overwrite the old VRAD.
And it does know where to write to as it's in the compiling directory where it would be if VVIS and VBSP were compiled with it.
I'm trying to re-run/overwrite VRAD.[/QUOTE]
It doesn't work like that, you need to compile with VBSP, VVIS, and VRAD on normal. Each time you compile it over-writes the previously compiled bsp.
Godamnit.
Thanks for the help anyways.
Back to waiting for 13 hours.
Glad to have such a helpful community.
Thanks again!
[QUOTE=Kemerd;44717115]Godamnit.
Thanks for the help anyways.
Back to waiting for 13 hours.[/QUOTE]
[I]13 hours?[/I]
There is absolutely no reason the map should take anywhere near that long to compile. Either the map is horribly broken from being decompiled or was built completely wrong and has zero optimization.
Optimize your map man. You have "VERY FULL" message everywhere.
Use func_detail etc.
The map is pretty much three L4D2/L4D maps in one, and to top it off, it has no optimization and it's f*cking huge.
I don't mind the wait. 13 hours is only when it's using half of my CPU (2 cores) instead of the full four.
I know how to optimize, and to me, it's not worth it. I'm not going to updating the map again, and it would take me weeks of work to optimize such a map.
Also, the weird thing with compiling on my other PC, the textures show up fine in hammer, it must be an issue with VBCT.
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