• Textures are unlit?
    6 replies, posted
Hey guys! I've been mapping for quite some time, and recently I got a very odd error where everything is pitch black. [img]http://cloud.steampowered.com/ugc/540677806126873540/212372918F5DD3631F3A896DAADECEC2C3E24776/[/img] Any mapping king out there with an solution? :) Btw, notice how it's only some textures that's pitch black. Quite frustrating. They HAVE worked before. Thank you for reading this!
[QUOTE=jeopardy2630;36229325]Hey guys! I've been mapping for quite some time, and recently I got a very odd error where everything is pitch black. [img]http://cloud.steampowered.com/ugc/540677806126873540/212372918F5DD3631F3A896DAADECEC2C3E24776/[/img] Any mapping king out there with an solution? :) Btw, notice how it's only some textures that's pitch black. Quite frustrating. They HAVE worked before. Thank you for reading this![/QUOTE] Post the compile log.
[QUOTE=jeopardy2630;36229325]Hey guys! I've been mapping for quite some time, and recently I got a very odd error where everything is pitch black. [img]http://cloud.steampowered.com/ugc/540677806126873540/212372918F5DD3631F3A896DAADECEC2C3E24776/[/img] Any mapping king out there with an solution? :) Btw, notice how it's only some textures that's pitch black. Quite frustrating. They HAVE worked before. Thank you for reading this![/QUOTE] i am pretty sure you are using a prop texture don't do that
Prop textures will usually show up as black, but if looked on at certain angles they are lit up.
[QUOTE=Miigga;36230813]i am pretty sure you are using a prop texture don't do that[/QUOTE] Hi, I am not using prop textures, and they worked earlier. Quite weird. Here is the compile log: ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\killazz112\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\killazz112\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\killazz112\garrysmod\garrysmod\materials Loading C:\Program Files (x86)\Steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.vmf material "cs_italy/wallpap04b" not found. Material not found!: CS_ITALY/WALLPAP04B ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "wood/milroof002" not found. Material not found!: WOOD/MILROOF002 material "tile/infroofb" not found. Material not found!: TILE/INFROOFB Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\killazz112\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 36 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.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... done (0) (60237 bytes) Error loading studio model "models/props/de_tides/planter.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 96 texinfos to 78 Reduced 32 texdatas to 29 (743 bytes to 633) Writing C:\Program Files (x86)\Steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\killazz112\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\killazz112\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig" Valve Software - vvis.exe (Sep 15 2011) 4 threads reading c:\program files (x86)\steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.bsp reading c:\program files (x86)\steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.prt 338 portalclusters 1095 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 (36) Optimized: 222 visible clusters (0.00%) Total clusters visible: 76946 Average clusters visible: 227 Building PAS... Average clusters audible: 338 visdatasize:31475 compressed from 32448 writing c:\program files (x86)\steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.bsp 36 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\killazz112\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\killazz112\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\killazz112\sourcesdk\bin\source2009\bin\lights.rad. Loading c:\program files (x86)\steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.bsp Setting up ray-trace acceleration structure... Done (0.11 seconds) 1003 faces 517900 square feet [74577664.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1003 patches before subdivision 7309 patches after subdivision sun extent from map=0.087156 light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000 5 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 539298, max 453 transfer lists: 4.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(6131, 2267, 1391) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(537, 166, 86) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(56, 10, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0053 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 161/8192 1932/98304 ( 2.0%) brushsides 987/65536 7896/524288 ( 1.5%) planes 580/65536 11600/1310720 ( 0.9%) vertexes 1584/65536 19008/786432 ( 2.4%) nodes 592/65536 18944/2097152 ( 0.9%) texinfos 78/12288 5616/884736 ( 0.6%) texdata 29/2048 928/65536 ( 1.4%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 1003/65536 56168/3670016 ( 1.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 475/65536 26600/3670016 ( 0.7%) leaves 594/65536 19008/2097152 ( 0.9%) leaffaces 1278/65536 2556/131072 ( 2.0%) leafbrushes 502/65536 1004/131072 ( 0.8%) areas 2/256 16/2048 ( 0.8%) surfedges 6676/512000 26704/2048000 ( 1.3%) edges 3847/256000 15388/1024000 ( 1.5%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 44/32768 440/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 888/65536 1776/131072 ( 1.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 380252/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 31475/16777216 ( 0.2%) entdata [variable] 4086/393216 ( 1.0%) LDR ambient table 594/65536 2376/262144 ( 0.9%) HDR ambient table 594/65536 2376/262144 ( 0.9%) LDR leaf ambient 2344/65536 65632/1835008 ( 3.6%) HDR leaf ambient 594/65536 16632/1835008 ( 0.9%) 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] 1/12 ( 8.3%) pakfile [variable] 212311/0 ( 0.0%) physics [variable] 60237/4194304 ( 1.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2758 Writing c:\program files (x86)\steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.bsp 9 seconds elapsed Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\killazz112\sourcesdk\bin\source2009\bin\lights.rad. Loading c:\program files (x86)\steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.bsp Setting up ray-trace acceleration structure... Done (0.11 seconds) 1003 faces 517900 square feet [74577664.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1003 patches before subdivision 7309 patches after subdivision sun extent from map=0.087156 light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000 5 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 (2) transfers 539298, max 453 transfer lists: 4.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0045 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 161/8192 1932/98304 ( 2.0%) brushsides 987/65536 7896/524288 ( 1.5%) planes 580/65536 11600/1310720 ( 0.9%) vertexes 1584/65536 19008/786432 ( 2.4%) nodes 592/65536 18944/2097152 ( 0.9%) texinfos 78/12288 5616/884736 ( 0.6%) texdata 29/2048 928/65536 ( 1.4%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 1003/65536 56168/3670016 ( 1.5%) hdr faces 1003/65536 56168/3670016 ( 1.5%) origfaces 475/65536 26600/3670016 ( 0.7%) leaves 594/65536 19008/2097152 ( 0.9%) leaffaces 1278/65536 2556/131072 ( 2.0%) leafbrushes 502/65536 1004/131072 ( 0.8%) areas 2/256 16/2048 ( 0.8%) surfedges 6676/512000 26704/2048000 ( 1.3%) edges 3847/256000 15388/1024000 ( 1.5%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 5/8192 440/720896 ( 0.1%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 44/32768 440/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 888/65536 1776/131072 ( 1.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 380252/0 ( 0.0%) HDR lightdata [variable] 380252/0 ( 0.0%) visdata [variable] 31475/16777216 ( 0.2%) entdata [variable] 4086/393216 ( 1.0%) LDR ambient table 594/65536 2376/262144 ( 0.9%) HDR ambient table 594/65536 2376/262144 ( 0.9%) LDR leaf ambient 2344/65536 65632/1835008 ( 3.6%) HDR leaf ambient 2169/65536 60732/1835008 ( 3.3%) 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] 1/12 ( 8.3%) pakfile [variable] 212311/0 ( 0.0%) physics [variable] 60237/4194304 ( 1.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2758 Writing c:\program files (x86)\steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.bsp 9 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\killazz112\sourcesdk_content\cstrike\mapsrc\venedig.bsp" "c:\program files (x86)\steam\steamapps\killazz112\garrysmod\garrysmod\maps\venedig.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 4000 -game "c:\program files (x86)\steam\steamapps\killazz112\garrysmod\garrysmod" -console -window -staticproplighting -textureshadows -staticproppolys +map "venedig"
Don't use prop textures. also you have lights that fall off at 50% but when they reach 0% they are back to the origin of the light. [quote]light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000[/quote] Set Zero percent to something higher than 100.
[QUOTE=Firegod522;36233040]Don't use prop textures. also you have lights that fall off at 50% but when they reach 0% they are back to the origin of the light. Set Zero percent to something higher than 100.[/QUOTE] I just wrote that it's not prop textures. They're the usual building textures :/ -I'll fix the lights. Thank you :)
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