• map is fullbright
    5 replies, posted
Hi all My map is suddenly fullbright. I'm not sure what changes could have caused it since I made quite a few... Here's my compile log, doesn't seem to be any real errors in there. [CODE]materialPath: E:\Steam\steamapps\common\Half-Life 2\ep2\materialsLoading C:\Users\TimTams\Documents\gm_flatgrass_tangled\gm_flatgrass_tangled.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in e:\steam\steamapps\common\half-life 2\ep2\gameinfo.txt Patching WVT material: maps/gm_flatgrass_tangled/concrete/blendconcreterock001a_wvt_patch 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 3118 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\TimTams\Documents\gm_flatgrass_tangled\gm_flatgrass_tangled.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (1982765 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! 10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 3398 texinfos to 2077 Reduced 166 texdatas to 117 (7401 bytes to 5507) Writing C:\Users\TimTams\Documents\gm_flatgrass_tangled\gm_flatgrass_tangled.bsp 4 seconds elapsed 4 threads reading c:\users\timtams\documents\gm_flatgrass_tangled\gm_flatgrass_tangled.bsp reading c:\users\timtams\documents\gm_flatgrass_tangled\gm_flatgrass_tangled.prt 468 portalclusters 1630 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 203 visible clusters (0.45%) Total clusters visible: 44625 Average clusters visible: 95 Building PAS... Average clusters audible: 234 visdatasize:34051 compressed from 59904 writing c:\users\timtams\documents\gm_flatgrass_tangled\gm_flatgrass_tangled.bsp 2 seconds elapsed [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\timtams\documents\gm_flatgrass_tangled\gm_flatgrass_tangled.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! 18862 faces 39 degenerate faces 43271412 square feet [6231083520.00 square inches] 17 Displacements 1960898 Square Feet [282369440.00 Square Inches] 18823 patches before subdivision 394159 patches after subdivision 45 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168379950, max 4170 transfer lists: 1284.6 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(923689, 913630, 530261) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(73528, 71866, 42628) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(8253, 7798, 4791) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1280, 1168, 755) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(270, 234, 159) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(70, 58, 40) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(20, 16, 11) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(6, 5, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(2, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1126 sec> 0[/CODE] Thanks
I highly suggest not using 4 power displacements, it causes strange issues and might be related
[QUOTE=Rocketsurgery;42016861]I highly suggest not using 4 power displacements, it causes strange issues and might be related[/QUOTE] I'm modifying gm_flatgrass, the displacements are from the skybox and it's compiled with them there in the past, not sure that it would be the cause now :(
Did you copy the whole log? If so : - Does the compile just sit at where it ends here for a long time / indefinitely? - Does vrad.exe crash during the compile Also, change the lightmap scale on the skybox displacements, they may be on an odd number or a very high number. 64 or 96 is what they should be. Finally - make your own map. A flatgrass can be made in just under a minute. Don't ever expect a decompiled vmf to work properly.
mat_fullbright 0
[QUOTE=|Arblarg|;42016940]Did you copy the whole log? If so : - Does the compile just sit at where it ends here for a long time / indefinitely? - Does vrad.exe crash during the compile Also, change the lightmap scale on the skybox displacements, they may be on an odd number or a very high number. 64 or 96 is what they should be. Finally - make your own map. A flatgrass can be made in just under a minute. Don't ever expect a decompiled vmf to work properly.[/QUOTE] thanks for the tips the compile log ends where it ends in the post above, does that mean its crashing? [editline]30th August 2013[/editline] [QUOTE=selfdestruk1;42016986]thanks for the tips the compile log ends where it ends in the post above, does that mean its crashing?[/QUOTE] EDIT: I found the cause, I had a pretty large water volume with an expensive texture. I removed it and it compiled successfully. Will try a cheap texture in its stead thanks guys
Sorry, you need to Log In to post a reply to this thread.