• Weird lighting bug on certain brushes
    9 replies, posted
[t]http://i.imgur.com/THHOjrn.jpg[/t][t]http://i.imgur.com/hAPcPBi.jpg[[/t] I'm compiling with vis on fast, and rad on normal [code] materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials Loading C:\Users\Jonathan\Documents\Game Mods\Source Engine Mods\my-maps\haven.vmf material "plaster/plasterwall014b" not found. Material not found!: PLASTER/PLASTERWALL014B ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt 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 28 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Jonathan\Documents\Game Mods\Source Engine Mods\my-maps\haven.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_wasteland01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_wasteland01*.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) (97796 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 201 texinfos to 156 Reduced 51 texdatas to 50 (1157 bytes to 1113) Writing C:\Users\Jonathan\Documents\Game Mods\Source Engine Mods\my-maps\haven.bsp 1 second elapsed 4 threads reading c:\users\jonathan\documents\game mods\source engine mods\my-maps\haven.bsp reading c:\users\jonathan\documents\game mods\source engine mods\my-maps\haven.prt 462 portalclusters 1370 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 8819 visible clusters (5.38%) Total clusters visible: 163885 Average clusters visible: 354 Building PAS... Average clusters audible: 462 visdatasize:56802 compressed from 59136 writing c:\users\jonathan\documents\game mods\source engine mods\my-maps\haven.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\jonathan\documents\game mods\source engine mods\my-maps\haven.bsp 857 faces 1194307 square feet [171980304.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 857 patches before subdivision 13943 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 621569, max 292 transfer lists: 4.7 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(22911, 19413, 17189) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(4551, 3367, 2653) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(828, 565, 400) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(242, 155, 100) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(62, 41, 24) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(20, 13, 7) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(6, 4, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(2, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0066 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% 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 1/1024 48/49152 ( 0.1%) brushes 278/8192 3336/98304 ( 3.4%) brushsides 1840/65536 14720/524288 ( 2.8%) planes 908/65536 18160/1310720 ( 1.4%) vertexes 2043/65536 24516/786432 ( 3.1%) nodes 1004/65536 32128/2097152 ( 1.5%) texinfos 156/12288 11232/884736 ( 1.3%) texdata 50/2048 1600/65536 ( 2.4%) 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 857/65536 47992/3670016 ( 1.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 434/65536 24304/3670016 ( 0.7%) leaves 1006/65536 32192/2097152 ( 1.5%) leaffaces 966/65536 1932/131072 ( 1.5%) leafbrushes 812/65536 1624/131072 ( 1.2%) areas 2/256 16/2048 ( 0.8%) surfedges 5795/512000 23180/2048000 ( 1.1%) edges 3658/256000 14632/1024000 ( 1.4%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 114/32768 1140/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1950/65536 3900/131072 ( 3.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 359664/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 56802/16777216 ( 0.3%) entdata [variable] 768/393216 ( 0.2%) LDR ambient table 1006/65536 4024/262144 ( 1.5%) HDR ambient table 1006/65536 4024/262144 ( 1.5%) LDR leaf ambient 6148/65536 172144/1835008 ( 9.4%) HDR leaf ambient 1006/65536 28168/1835008 ( 1.5%) 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] 173689/0 ( 0.0%) physics [variable] 97796/4194304 ( 2.3%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2377 Writing c:\users\jonathan\documents\game mods\source engine mods\my-maps\haven.bsp 9 seconds elapsed [/code]
-Snip, thought this was the same issue as my thread-
material "plaster/plasterwall014b" not found. Material not found!: PLASTER/PLASTERWALL014B That error means the material is in an incorrect directory and Hammer can't load them to calculate lighting.
yeah, but the same texture is working elsewhere, as you can see in the screenshots. [editline]12th April 2015[/editline] i redid every single brush in the wall and made sure they don't intersect or anything and now i get even worse errors [t]http://i.imgur.com/ZSuvFcg.jpg[/t]
still got the same exact black brushes [t]http://i.imgur.com/5AvDGj7.jpg[/t]
[t]http://i.imgur.com/xqcnYR4.png[/t]
Slanted brushes like so have this problem, the same thing would happen if you made it on the grid and then rotated it 45 degrees. As far as I know, all you can do is either make models out of it or put it on the grid.
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