• 3D Skybox causing some light issues
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Modifying an old tnb map for another community, run into some strange light issues, but before I delve into them, I must say that I'm 95% certain the VMF isn't from a decompiled version of the original (it still has its' custom visgroups, which, IIRC, don't come with decompiled VMF's), and that from the source I got the files from (was a thread here somewhere), it was mentioned that you could do whatever with them. That aside, whenever a 3D skybox is present, somewhere, somehow, the lighting gets fucked in certain places to varying degrees, however it's almost always sunlight doing this. Examples: [URL]http://cloud.steampowered.com/ugc/614967448829272106/5B360B7664A0E68FED859B4B17A54AC60AA48445/[/URL] [URL]http://cloud.steampowered.com/ugc/614967448829273608/607D8B25C31ACDBA5EF39251283EC5984321B713/[/URL] Here's what it's supposed to look like: [URL]http://cloud.steampowered.com/ugc/614967448829387511/07F6955C237ADBC1E0B2F18DF9EE03E79912C0BB/[/URL] [URL]http://cloud.steampowered.com/ugc/614967448829389058/F181767027A5AD39A5EF174A6675EDAC2D30A522/[/URL] Now, listing things I've done: Alt + P just reports misc. keyvalue errors, namely gmod_allowphysgun Interlopers reports a Zero Area Child Patch but no location of it. Deleting the 3D skybox sets the lighting correctly (see second set of images) Compile options on VRAD: -LargeDispSampleRadius -softsun 2 -textureshadows -StaticPropPolys -noskyboxrecurseReplacing the skybox from version 1 of the original tnb map to version 2's skybox worked for a bit, but now back to square one Ensured there was no light_environment in the skybox (there's one in the actual world area) Compile log: [CODE] ================== VBSP ================== materialPath: c:\program files (x86)\steam\steamapps\mike086\half-life 2 episode two\ep2\materials Loading C:\Users\KFrohman\Documents\rp_city45_catalyst_x1c.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mike086\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/rp_city45_catalyst_x1c/nature/blenddirtgrass001a_wvt_patch Patching WVT material: maps/rp_city45_catalyst_x1c/nature/canal_reeds_wvt_patch Patching WVT material: maps/rp_city45_catalyst_x1c/nature/blendgrassdirt01_wvt_patch Patching WVT material: maps/rp_city45_catalyst_x1c/dev/dev_blendmeasure_wvt_patch 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) Chop Details...done (0) Find Visible Detail Sides... Merged 1086 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Users\KFrohman\Documents\rp_city45_catalyst_x1c.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_04_hdr*.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_04_hdr*.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... done (2) (2248512 bytes) Error! prop_static using model "models/props_c17/furniturecouch001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturecouch001a.mdl"! Error! prop_static using model "models/props_rooftop/sign_letter_h001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_rooftop/sign_letter_h001.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds! Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds! Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds! Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds! ...10 Compacting texture/material tables... Reduced 15616 texinfos to 7088 Reduced 1830 texdatas to 1283 (105589 bytes to 73846) Writing C:\Users\KFrohman\Documents\rp_city45_catalyst_x1c.bsp 18 seconds elapsed ================== VVIS ================== 8 threads reading c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp reading c:\users\kfrohman\documents\rp_city45_catalyst_x1c.prt 2658 portalclusters 6368 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 3382 visible clusters (0.00%) Total clusters visible: 504117 Average clusters visible: 189 Building PAS... Average clusters audible: 741 visdatasize:642795 compressed from 1786176 writing c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp 5 minutes, 11 seconds elapsed ================== VRAD ================== [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp 24992 faces 1 degenerate faces 2590395 square feet [373016960.00 square inches] 9 Displacements 16068 Square Feet [2313824.25 Square Inches] 24991 patches before subdivision zero area child patch zero area child patch 275241 patches after subdivision 1309 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 30633938, max 1411 transfer lists: 233.7 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(795667, 670166, 391042) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(131792, 98147, 46843) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(30526, 20922, 8237) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8518, 5465, 1811) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2754, 1659, 470) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(968, 547, 134) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(361, 191, 41) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(140, 69, 13) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(56, 26, 5) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(23, 10, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(10, 4, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(4, 2, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(2, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0849 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 744 of 756 (98% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 302/1024 14496/49152 (29.5%) brushes 6118/8192 73416/98304 (74.7%) brushsides 43429/65536 347432/524288 (66.3%) planes 24392/65536 487840/1310720 (37.2%) vertexes 41454/65536 497448/786432 (63.3%) nodes 9997/65536 319904/2097152 (15.3%) texinfos 7088/12288 510336/884736 (57.7%) texdata 1283/2048 41056/65536 (62.6%) dispinfos 9/0 1584/0 ( 0.0%) disp_verts 865/0 17300/0 ( 0.0%) disp_tris 1440/0 2880/0 ( 0.0%) disp_lmsamples 39814/0 39814/0 ( 0.0%) faces 24992/65536 1399552/3670016 (38.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 17621/65536 986776/3670016 (26.9%) leaves 10300/65536 329600/2097152 (15.7%) leaffaces 30712/65536 61424/131072 (46.9%) leafbrushes 13904/65536 27808/131072 (21.2%) areas 32/256 256/2048 (12.5%) surfedges 191718/512000 766872/2048000 (37.4%) edges 117583/256000 470332/1024000 (45.9%) LDR worldlights 1309/8192 115192/720896 (16.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2175/32768 21750/327680 ( 6.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 41130/65536 82260/131072 (62.8%) cubemapsamples 129/1024 2064/16384 (12.6%) overlays 85/512 29920/180224 (16.6%) LDR lightdata [variable] 15002272/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 642795/16777216 ( 3.8%) entdata [variable] 608708/393216 (154.8%) VERY FULL! LDR ambient table 10300/65536 41200/262144 (15.7%) HDR ambient table 10300/65536 41200/262144 (15.7%) LDR leaf ambient 34548/65536 967344/1835008 (52.7%) HDR leaf ambient 10300/65536 288400/1835008 (15.7%) 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] 1/93260 ( 0.0%) pakfile [variable] 14268348/0 ( 0.0%) physics [variable] 2248512/4194304 (53.6%) physics terrain [variable] 2463/1048576 ( 0.2%) Level flags = 0 Total triangle count: 70774 Writing c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp 3 minutes, 15 seconds elapsed [/CODE] I hope I can get this sorted because it's starting to do my head in, mapper OCD and whatnot. Feel free to ask questions if you need info. Hopefully I stuck this in the right place. Should probably mention that the gammy lighting areas are only surface lit - that is, I could walk in there and my viewmodel won't adjust for the change in light, and I could place models in there that would simply act as if they are in shadow (like they're supposed to be).
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