• How to fix blotchy lighting in map?
    3 replies, posted
I'm currently working on a map for CS:GO, and there are going to be 3 rooms for deathmatch purposes. [IMG]http://i67.tinypic.com/2s9527n.png[/IMG] The skybox is placed around each room like this, and a light environment is inside the room. The values correspond to the skybox, which is sky_cs15_daylight03_hdr. Here are the values: Brightness: 247 232 202 600 Ambient: 160 187 194 175 Everything seems fine and dandy when mapping, but ingame I get consistent blotchiness around the walls, and some shadows just make props completely black! [IMG]http://images.akamai.steamusercontent.com/ugc/389921984485813671/2A4EB300F3F2400748EC01C2DCFECBA3A9D907DA/[/IMG] I tried using office's skybox aswell as some of my own values. Didn't work out too well. [IMG]http://images.akamai.steamusercontent.com/ugc/389921984485761380/F30F28516A16809ABB8318E5EC25AAFFFB531B98/[/IMG] My question is, how do I remove this dark blotchiness along the walls, and how can I fix the shadows of buildings themselves? Including, completely unrealistic lighting whatsoever. [IMG]http://images.akamai.steamusercontent.com/ugc/389921984485835353/E596103F734330925F063CF84D977680DB7D952D/[/IMG] Sorry about the pagestretching, I am unaware of how to fix it.
The blotchiness consists of shadows, they look this way due to insufficient light bounces. Same goes for the props. Post your compile log, you may have a leak.
[QUOTE] CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_butterfly/knife_butterfly.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_flip/knife_flip.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_gut/knife_gut.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_karam/karam.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_m9_bay/knife_m9_bay.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_t/knife_t.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_tactical/knife_tactical.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m249para/m249.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_falchion_advanced/knife_falchion_advanced.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_push/knife_push.vmt. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_solutions.vmf Map revision 28 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_solutions.prt...Building visibility clusters... done (0) 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) (35313 bytes) Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 56 texinfos to 36 Reduced 7 texdatas to 6 (200 bytes to 182) Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_solutions.bsp 0 seconds elapsed 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_solutions.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_solutions.prt 118 portalclusters 341 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1 visible clusters (0.00%) Total clusters visible: 12025 Average clusters visible: 101 Building PAS... Average clusters audible: 117 visdatasize:4502 compressed from 3776 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_solutions.bsp 0 seconds elapsed [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\de_solutions.bsp 422 faces 59544 square feet [8574366.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 422 patches before subdivision 7772 patches after subdivision 3 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1027384, max 402 transfer lists: 7.8 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(17972, 9930, 5983) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1842, 943, 544) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(290, 106, 54) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(39, 11, 5) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(6, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0015 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 106/8192 1272/98304 ( 1.3%) brushsides 734/65536 5872/524288 ( 1.1%) planes 450/65536 9000/1310720 ( 0.7%) vertexes 636/65536 7632/786432 ( 1.0%) nodes 268/65536 8576/2097152 ( 0.4%) texinfos 36/12288 2592/884736 ( 0.3%) texdata 6/2048 192/65536 ( 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_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 422/65536 23632/3670016 ( 0.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 239/65536 13384/3670016 ( 0.4%) facebrushes 72/0 144/0 ( 0.0%) facebrushlists 422/0 1688/0 ( 0.0%) leaves 270/65536 8640/2097152 ( 0.4%) leaffaces 511/65536 1022/131072 ( 0.8%) leafbrushes 219/65536 438/131072 ( 0.3%) areas 2/1024 16/8192 ( 0.2%) surfedges 2928/512000 11712/2048000 ( 0.6%) edges 1725/256000 6900/1024000 ( 0.7%) LDR worldlights 3/8192 300/819200 ( 0.0%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 34/32768 340/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 537/65536 1074/131072 ( 0.8%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 0/1024 0/360448 ( 0.0%) LDR lightdata [variable] 159276/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4502/16777216 ( 0.0%) entdata [variable] 1864/393216 ( 0.5%) LDR ambient table 270/65536 1080/262144 ( 0.4%) HDR ambient table 270/65536 1080/262144 ( 0.4%) LDR leaf ambient 1516/65536 42448/1835008 ( 2.3%) HDR leaf ambient 270/65536 7560/1835008 ( 0.4%) 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] 1/1218 ( 0.1%) pakfile [variable] 223861/0 ( 0.0%) physics [variable] 35313/4194304 ( 0.8%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 4 Total triangle count: 1154 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_solutions.bsp 1 second elapsed [/QUOTE] [editline]27th November 2015[/editline] i would honestly like to be able to correct the shadows and remove the "blotchiness" look
Compile with -final in the advanced compile options
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