• Counter-Strike: Source "light_environment" Shadow Issues
    1 replies, posted
Recently I've been having this strange shadow issue whenever I use the light_environment entity: [T]https://imagizer.imageshack.us/v2/895x559q90/907/TOXNkR.jpg[/T] I've tried using different textures, different lightmaps, and an endless amount of parameters for the light_environment, however, nothing seems to get rid of the extra/random boxes of light. It happens on any other map I create as well, just not as bad as this. Here is the compile log: [quote][code] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\ttt_devcomplex.vmf" Valve Software - vbsp.exe (Sep 9 2015) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\ttt_devcomplex.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/ttt_devcomplex/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) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\ttt_devcomplex.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_dust*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_dust*.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) (26832 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 44 texinfos to 19 Reduced 10 texdatas to 7 (308 bytes to 237) Writing C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\ttt_devcomplex.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\ttt_devcomplex" Valve Software - vvis.exe (Sep 9 2015) 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ttt_devcomplex.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ttt_devcomplex.prt 97 portalclusters 287 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 (0) Optimized: 6 visible clusters (0.08%) Total clusters visible: 7497 Average clusters visible: 77 Building PAS... Average clusters audible: 95 visdatasize:3307 compressed from 3104 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ttt_devcomplex.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\ttt_devcomplex" Valve Software - vrad.exe SSE (Sep 9 2015) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ttt_devcomplex.bsp Setting up ray-trace acceleration structure... Done (0.03 seconds) 644 faces 7675 square feet [1105317.88 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 644 patches before subdivision 47564 patches after subdivision sun extent from map=0.034899 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 10205747, max 628 transfer lists: 77.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(48156, 24288, 13698) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(20816, 3694, 518) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(8730, 557, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(3669, 84, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1537, 13, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(643, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(269, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(112, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(47, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(20, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(8, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0193 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 78/8192 936/98304 ( 1.0%) brushsides 513/65536 4104/524288 ( 0.8%) planes 222/65536 4440/1310720 ( 0.3%) vertexes 1029/65536 12348/786432 ( 1.6%) nodes 209/65536 6688/2097152 ( 0.3%) texinfos 19/12288 1368/884736 ( 0.2%) texdata 7/2048 224/65536 ( 0.3%) 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 644/65536 36064/3670016 ( 1.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 143/65536 8008/3670016 ( 0.2%) leaves 211/65536 6752/2097152 ( 0.3%) leaffaces 916/65536 1832/131072 ( 1.4%) leafbrushes 138/65536 276/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 3650/512000 14600/2048000 ( 0.7%) edges 2035/256000 8140/1024000 ( 0.8%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 86/32768 860/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1086/65536 2172/131072 ( 1.7%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1760332/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 3307/16777216 ( 0.0%) entdata [variable] 707/393216 ( 0.2%) LDR ambient table 211/65536 844/262144 ( 0.3%) HDR ambient table 211/65536 844/262144 ( 0.3%) LDR leaf ambient 653/65536 18284/1835008 ( 1.0%) HDR leaf ambient 211/65536 5908/1835008 ( 0.3%) 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] 174503/0 ( 0.0%) physics [variable] 26832/4194304 ( 0.6%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1790 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ttt_devcomplex.bsp 19 seconds elapsed Valve Software - vrad.exe SSE (Sep 9 2015) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ttt_devcomplex.bsp Setting up ray-trace acceleration structure... Done (0.03 seconds) 644 faces 7675 square feet [1105317.88 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 644 patches before subdivision 47564 patches after subdivision sun extent from map=0.034899 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 10205747, max 628 transfer lists: 77.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(48155, 24288, 13698) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(20815, 3694, 518) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(8730, 557, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(3669, 84, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1537, 13, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(643, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(269, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(112, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(47, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(20, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(8, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0174 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 78/8192 936/98304 ( 1.0%) brushsides 513/65536 4104/524288 ( 0.8%) planes 222/65536 4440/1310720 ( 0.3%) vertexes 1029/65536 12348/786432 ( 1.6%) nodes 209/65536 6688/2097152 ( 0.3%) texinfos 19/12288 1368/884736 ( 0.2%) texdata 7/2048 224/65536 ( 0.3%) 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 644/65536 36064/3670016 ( 1.0%) hdr faces 644/65536 36064/3670016 ( 1.0%) origfaces 143/65536 8008/3670016 ( 0.2%) leaves 211/65536 6752/2097152 ( 0.3%) leaffaces 916/65536 1832/131072 ( 1.4%) leafbrushes 138/65536 276/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 3650/512000 14600/2048000 ( 0.7%) edges 2035/256000 8140/1024000 ( 0.8%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 86/32768 860/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1086/65536 2172/131072 ( 1.7%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1760332/0 ( 0.0%) HDR lightdata [variable] 1760332/0 ( 0.0%) visdata [variable] 3307/16777216 ( 0.0%) entdata [variable] 707/393216 ( 0.2%) LDR ambient table 211/65536 844/262144 ( 0.3%) HDR ambient table 211/65536 844/262144 ( 0.3%) LDR leaf ambient 653/65536 18284/1835008 ( 1.0%) HDR leaf ambient 653/65536 18284/1835008 ( 1.0%) 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] 174503/0 ( 0.0%) physics [variable] 26832/4194304 ( 0.6%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1790 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ttt_devcomplex.bsp 19 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\ttt_devcomplex.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\ttt_devcomplex.bsp" [/code][/quote]
You can fix this by adding the -final parameter to VRAD. To simulate indirect/ambient lighting from the sky, VRAD casts light rays in a number of different directions. This can cause some strange looking results, especially with a small lightmap scale. The -final parameter greatly increases the number of directions/rays, which looks better but also takes longer. As the name implies, you'll probably only want to use it for your final compile before releasing the map.
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