• Citadel with sky_camera = dark
    6 replies, posted
I compiled the map and see how it looks. The problem is that the whole level is dark. And second the sky is messed up. here a screen: [img]http://i299.photobucket.com/albums/mm320/snijboer/tornado_test_ep2_hl20005.jpg[/img] Any solution?
Probably a leak. Post the compile log. This also happens if you have a brush at where the level is according to the skycamera, just move your sky_camera a little
You might want to try moving the Sky Camera up a bit, that's how I fix it when my maps do this.
Compile log?
Ignore the map name. [code]Could not locate 'GameData' key in d:\steam\steamapps\username\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/tornado_test_ep2_hl2/nature/blendgrassdirt01_noprop_wvt_patch Patching WVT material: maps/tornado_test_ep2_hl2/concrete/blendconcreterock001a_wvt_patch Patching WVT material: maps/tornado_test_ep2_hl2/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity prop_static (-100.00 -744.00 396.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.4 1024.0 246.9) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1048.4 1024.0 246.9) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1560.0 1024.0 246.9) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1048.0 1024.0 4518.9) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1560.0 1024.0 4518.9) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1536.0 3292.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 2048.0 3292.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (316.0 1024.0 32.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 16 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_06_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_ep02_06_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 (1) (116552 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 352 texinfos to 263 Reduced 74 texdatas to 69 (2232 bytes to 2075) Writing D:\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Tornado_Test_Ep2_hl2.bsp 2 seconds elapsed ** Executing... ** Command: "d:\steam\steamapps\markbos17\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\username\half-life 2 episode two\ep2" "D:\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Tornado_Test_Ep2_hl2" Valve Software - vvis.exe (Jun 8 2010) 8 threads reading d:\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Tornado_Test_Ep2_hl2.bsp reading d:\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Tornado_Test_Ep2_hl2.prt LoadPortals: couldn't read d:\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Tornado_Test_Ep2_hl2.prt ** Executing... ** Command: "d:\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\username\half-life 2 episode two\ep2" "D:\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Tornado_Test_Ep2_hl2" Valve Software - vrad.exe SSE (Jun 8 2010) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Tornado_Test_Ep2_hl2.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.67 seconds) 1172 faces 1444998 square feet [208079744.00 square inches] 1 Displacements 468 Square Feet [67456.00 Square Inches] 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) Build Patch/Sample Hash Table(s).....Done<0.0022 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 322/8192 3864/98304 ( 3.9%) brushsides 2102/65536 16816/524288 ( 3.2%) planes 1030/65536 20600/1310720 ( 1.6%) vertexes 2532/65536 30384/786432 ( 3.9%) nodes 1359/65536 43488/2097152 ( 2.1%) texinfos 263/12288 18936/884736 ( 2.1%) texdata 69/2048 2208/65536 ( 3.4%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 81/0 1620/0 ( 0.0%) disp_tris 128/0 256/0 ( 0.0%) disp_lmsamples 1292/0 1292/0 ( 0.0%) faces 1172/65536 65632/3670016 ( 1.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 696/65536 38976/3670016 ( 1.1%) leaves 1367/65536 43744/2097152 ( 2.1%) leaffaces 1424/65536 2848/131072 ( 2.2%) leafbrushes 607/65536 1214/131072 ( 0.9%) areas 3/256 24/2048 ( 1.2%) surfedges 8274/512000 33096/2048000 ( 1.6%) edges 5080/256000 20320/1024000 ( 2.0%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 134/32768 1340/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2178/65536 4356/131072 ( 3.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 439732/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 15553/393216 ( 4.0%) LDR ambient table 1367/65536 5468/262144 ( 2.1%) HDR ambient table 1367/65536 5468/262144 ( 2.1%) LDR leaf ambient 8364/65536 234192/1835008 (12.8%) HDR leaf ambient 1367/65536 38276/1835008 ( 2.1%) 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] 1/9920 ( 0.0%) pakfile [variable] 213158/0 ( 0.0%) physics [variable] 116552/4194304 ( 2.8%) physics terrain [variable] 55/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3143 Writing d:\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Tornado_Test_Ep2_hl2.bsp 8 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Tornado_Test_Ep2_hl2.bsp" "d:\steam\steamapps\username\half-life 2 episode two\ep2\maps\Tornado_Test_Ep2_hl2.bsp"[/code]
**** leaked **** Entity prop_static (-100.00 -744.00 396.00) leaked! Go to those coords and fix the leak
Fix the leak and disable shadows on the citadel model.
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