• Room Dark Even With Light in Them.
    16 replies, posted
I'm editing 2fort_winter to remove some logos. I removed those fine but when I re-compile the map and load it up the room just outside of the main spawn is all dark. Even though there is light in the room. It the same on both red and blue side. I have removed both lights and added new ones and same result. Compile Log: [code] ** Executing... ** Command: "c:\program files (x86)\steam1\steamapps\iiansdead\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf" "C:\Program Files (x86)\Steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf\materials Loading C:\Program Files (x86)\Steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.vmf Patching WVT material: maps/ctf_2fort_winter_hals1/nature/blendgrasstosnow001_wvt_patch Patching WVT material: maps/ctf_2fort_winter_hals1/nature/blendgroundtogravel001_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) WARNING: node without a volume ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) WARNING: node without a volume Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1782 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files (x86)\Steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 material "pwndorasboxchristmaslogo" not found. Building Physics collision data... done (2) (2055105 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 7437 texinfos to 5946 Reduced 373 texdatas to 333 (15664 bytes to 13639) Writing C:\Program Files (x86)\Steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.bsp 28 seconds elapsed -0.279400 -2.044524 0.000000 0.355600 -1.986289 0.000000 0.355600 -2.044524 0.000000 -0.355600 -2.044524 0.000000 make_triangles:calc_triangle_representation: Cannot convert -0.279400 -2.044524 0.000000 0.355600 -1.986289 0.000000 0.355600 -2.044524 0.000000 -0.355600 -2.044524 0.000000 make_triangles:calc_triangle_representation: Cannot convert ** Executing... ** Command: "c:\program files (x86)\steam1\steamapps\iiansdead\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf" "C:\Program Files (x86)\Steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1" Valve Software - vvis.exe (May 19 2009) 4 threads reading c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.bsp reading c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.prt 2841 portalclusters 7371 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (354) Optimized: 5879 visible clusters (0.00%) Total clusters visible: 732278 Average clusters visible: 257 Building PAS... Average clusters audible: 937 visdatasize:855348 compressed from 2045520 writing c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.bsp 5 minutes, 56 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam1\steamapps\iiansdead\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf" "C:\Program Files (x86)\Steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (19.03 seconds) 16429 faces 21 degenerate faces 1999736 square feet [287962112.00 square inches] 235 Displacements 176509 Square Feet [25417370.00 Square Inches] 16408 patches before subdivision zero area child patch 252986 patches after subdivision sun extent from map=0.008727 1862 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (432) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (95) transfers 21660665, max 660 transfer lists: 165.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(1151848, 910475, 812596) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(289838, 213687, 169897) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(110427, 78338, 57435) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(45410, 30109, 19848) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(21222, 13144, 7903) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(10136, 5765, 3112) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(5069, 2655, 1320) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2537, 1209, 537) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1302, 571, 241) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(663, 262, 98) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(345, 126, 48) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(177, 58, 19) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(93, 29, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(48, 13, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(25, 7, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(13, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(7, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(4, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #19 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #20 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1420 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (43) FinalLightFace Done 1305 of 1567 (83% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (341) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 146/1024 7008/49152 (14.3%) brushes 5614/8192 67368/98304 (68.5%) brushsides 38855/65536 310840/524288 (59.3%) planes 14228/65536 284560/1310720 (21.7%) vertexes 29871/65536 358452/786432 (45.6%) nodes 8191/65536 262112/2097152 (12.5%) texinfos 5946/12288 428112/884736 (48.4%) texdata 333/2048 10656/65536 (16.3%) dispinfos 235/0 41360/0 ( 0.0%) disp_verts 14635/0 292700/0 ( 0.0%) disp_tris 22784/0 45568/0 ( 0.0%) disp_lmsamples 601111/0 601111/0 ( 0.0%) faces 16429/65536 920024/3670016 (25.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 11356/65536 635936/3670016 (17.3%) leaves 8338/65536 266816/2097152 (12.7%) leaffaces 21387/65536 42774/131072 (32.6%) leafbrushes 15063/65536 30126/131072 (23.0%) areas 4/256 32/2048 ( 1.6%) surfedges 125596/512000 502384/2048000 (24.5%) edges 78578/256000 314312/1024000 (30.7%) LDR worldlights 1862/8192 163856/720896 (22.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 5/32768 60/393216 ( 0.0%) waterstrips 1868/32768 18680/327680 ( 5.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 34314/65536 68628/131072 (52.4%) cubemapsamples 96/1024 1536/16384 ( 9.4%) overlays 253/512 89056/180224 (49.4%) LDR lightdata [variable] 9760276/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 855348/16777216 ( 5.1%) entdata [variable] 320863/393216 (81.6%) VERY FULL! LDR ambient table 8338/65536 33352/262144 (12.7%) HDR ambient table 8338/65536 33352/262144 (12.7%) LDR leaf ambient 34537/65536 967036/1835008 (52.7%) HDR leaf ambient 8338/65536 233464/1835008 (12.7%) 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] 1/200874 ( 0.0%) pakfile [variable] 68870/0 ( 0.0%) physics [variable] 2055105/4194304 (49.0%) physics terrain [variable] 60592/1048576 ( 5.8%) Level flags = 0 Total triangle count: 47493 Writing c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.bsp 15 minutes, 52 seconds elapsed Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (18.15 seconds) 16429 faces 21 degenerate faces 1999736 square feet [287962112.00 square inches] 235 Displacements 176509 Square Feet [25417370.00 Square Inches] 16408 patches before subdivision zero area child patch 252986 patches after subdivision sun extent from map=0.008727 1862 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (435) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (97) transfers 21660665, max 660 transfer lists: 165.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(1094749, 856138, 762624) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(266050, 193516, 153512) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(98556, 69064, 50622) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(39907, 26221, 17295) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(18538, 11414, 6881) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(8850, 5012, 2712) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(4440, 2320, 1160) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2230, 1060, 473) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1151, 505, 216) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(588, 233, 87) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(308, 113, 44) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(158, 52, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(83, 26, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(43, 12, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(23, 6, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(12, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #17 added RGB(6, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #19 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #20 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1430 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (42) FinalLightFace Done 1305 of 1567 (83% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (348) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 146/1024 7008/49152 (14.3%) brushes 5614/8192 67368/98304 (68.5%) brushsides 38855/65536 310840/524288 (59.3%) planes 14228/65536 284560/1310720 (21.7%) vertexes 29871/65536 358452/786432 (45.6%) nodes 8191/65536 262112/2097152 (12.5%) texinfos 5946/12288 428112/884736 (48.4%) texdata 333/2048 10656/65536 (16.3%) dispinfos 235/0 41360/0 ( 0.0%) disp_verts 14635/0 292700/0 ( 0.0%) disp_tris 22784/0 45568/0 ( 0.0%) disp_lmsamples 601111/0 601111/0 ( 0.0%) faces 16429/65536 920024/3670016 (25.1%) hdr faces 16429/65536 920024/3670016 (25.1%) origfaces 11356/65536 635936/3670016 (17.3%) leaves 8338/65536 266816/2097152 (12.7%) leaffaces 21387/65536 42774/131072 (32.6%) leafbrushes 15063/65536 30126/131072 (23.0%) areas 4/256 32/2048 ( 1.6%) surfedges 125596/512000 502384/2048000 (24.5%) edges 78578/256000 314312/1024000 (30.7%) LDR worldlights 1862/8192 163856/720896 (22.7%) HDR worldlights 1862/8192 163856/720896 (22.7%) leafwaterdata 5/32768 60/393216 ( 0.0%) waterstrips 1868/32768 18680/327680 ( 5.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 34314/65536 68628/131072 (52.4%) cubemapsamples 96/1024 1536/16384 ( 9.4%) overlays 253/512 89056/180224 (49.4%) LDR lightdata [variable] 9760276/0 ( 0.0%) HDR lightdata [variable] 9760276/0 ( 0.0%) visdata [variable] 855348/16777216 ( 5.1%) entdata [variable] 320863/393216 (81.6%) VERY FULL! LDR ambient table 8338/65536 33352/262144 (12.7%) HDR ambient table 8338/65536 33352/262144 (12.7%) LDR leaf ambient 34537/65536 967036/1835008 (52.7%) HDR leaf ambient 34523/65536 966644/1835008 (52.7%) 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] 1/200874 ( 0.0%) pakfile [variable] 68870/0 ( 0.0%) physics [variable] 2055105/4194304 (49.0%) physics terrain [variable] 60592/1048576 ( 5.8%) Level flags = 0 Total triangle count: 47493 Writing c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.bsp 15 minutes, 57 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.bsp" "c:\program files (x86)\steam1\steamapps\iiansdead\team fortress 2\tf\maps\ctf_2fort_winter_hals1.bsp" [/code][URL="http://s282.photobucket.com/albums/kk262/Thor667/?action=view&current=hl22010-03-2509-13-25-52.png"][IMG_thumb]http://i282.photobucket.com/albums/kk262/Thor667/hl22010-03-2509-13-25-52.png[/IMG_thumb] [/URL][URL="http://s282.photobucket.com/albums/kk262/Thor667/?action=view&current=hl22010-03-2509-13-00-89.png"][IMG_thumb]http://i282.photobucket.com/albums/kk262/Thor667/hl22010-03-2509-13-00-89.png[/IMG_thumb] [/URL][URL="http://s282.photobucket.com/albums/kk262/Thor667/?action=view&current=hl22010-03-2509-11-41-81.png"][IMG_thumb]http://i282.photobucket.com/albums/kk262/Thor667/hl22010-03-2509-11-41-81.png[/IMG_thumb] [/URL][URL="http://s282.photobucket.com/albums/kk262/Thor667/?action=view&current=hl22010-03-2509-11-30-01.png"][IMG_thumb]http://i282.photobucket.com/albums/kk262/Thor667/hl22010-03-2509-11-30-01.png[/IMG_thumb] [/URL] I even copied the light from top of spiral and it looks like something is blocking the light but in hammer nothing is there. [URL="http://s282.photobucket.com/albums/kk262/Thor667/?action=view&current=hammerlighissue.png"][IMG]http://i282.photobucket.com/albums/kk262/Thor667/hammerlighissue.png[/IMG][/URL]
How did you get the vmf of the map in question?
[QUOTE=IronPhoenix;20954511]How did you get the vmf of the map in question?[/QUOTE] De-compiled using vmex.
[url]http://www.interlopers.net/errors/[/url] I ran it through and found 5 errors. I smell a decompile-job. [editline]asdg[/editline] Ninja'd, but I was correct. Don't decompile, it's disrespectful and on top of that, fucks up the brushwork.
Thought so. Vmex messes up brushwork so much i am amazed it recompiled. Also there is an element of morality in using vmex, especially if you are ripping off someone elses map to release as a "better version". Dare i suggest that you try making your own maps instead of ripping off someone elses?
I'm not trying to steal it and say I made it. I'm removing a couple of logos for a group that host's the map as they are annoying. I'm not slapping my logo on there saying I made it.
[QUOTE=Thor667;20954556]I'm not trying to steal it and say I made it. I'm removing a couple of logos for a group that host's the map as they are annoying. I'm not slapping my logo on there saying I made it.[/QUOTE] Ever tried asking the guy that made it? At least getting his permission?
Couldn't get in contact. And his orginal logo is still in the map im removing one some one else made.
Cant you use Entspy to remove the logo? Or does this still decompile the map?
Or you could just make your own version of 2fort_winter using the [b]2fort vmf Valve released to everyone[/b]
[QUOTE=leontodd;20956814]Cant you use Entspy to remove the logo? Or does this still decompile the map?[/QUOTE] entspy does not decompile the map.
but it can delete entities, right ? anyway, NEVER ever decompile a map unless it's for learning purposes.
[QUOTE=Anthracite;20957618]but it can delete entities, right ? anyway, NEVER ever decompile a map unless it's for learning purposes.[/QUOTE] Yes, yes it can, include decals and overlays it seems, not that I've actually tried it and loaded up the bsp to see the effect.
Entspy doesn't find any overlays in the map (but obviously there are). So any one have any other options to remove the logos?
Change the logo texture.
And how can I do that?
Find the VMT, add $nodraw 1 to it, pakrat it into the bsp.
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