• CS:GO Ambient Lighting Problems
    6 replies, posted
Hello, does anyone know why this happens and how I can fix this? Preview: [IMG]http://therazzerapp.de/images/lightningbug.jpg[/IMG] Compile Settings: [CODE] VBSP: -threads 6 VVIS: -threads 6 VRAD: -threads 6 -TextureShadows -StaticPropPolys -StaticPropLighting -both -lights de_template.rad [/CODE] Log: [CODE]***** Begin compiling file: C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.vmf ***** ===== Begin BSP ===== Valve Software - vbsp.exe (Feb 16 2016) 6 threads 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/pist_revolver/pist_revolver.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. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_survival_bowie/knife_survival_bowie.vmt. materialPath: C:\***\csgo\materials Loading C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.vmf Map revision 2237 Can't find surfaceprop stone for material DE_CBBLE/STONE_ALT/BRICK_B_PLASTER, using default Patching WVT material: maps/de_template_alpha_b002/concrete/blend_milwall002_concretefloor012a_wvt_patch Patching WVT material: maps/de_template_alpha_b002/concrete/blend_blacktop_02_wvt_patch Patching WVT material: maps/de_template_alpha_b002/nature/blendsandweed005a_wvt_patch Patching WVT material: maps/de_template_alpha_b002/nature/blend_dirt_concrete_06_wvt_patch Patching WVT material: maps/de_template_alpha_b002/concrete/blend_blacktop_grass_01_wvt_patch Patching WVT material: maps/de_template_alpha_b002/nature/blend_oldleavesdirtleaves01cheap_wvt_patch Patching WVT material: maps/de_template_alpha_b002/concrete/blend_lots_conc_grass_wvt_patch Patching WVT material: maps/de_template_alpha_b002/stone/infflrd_blend_dirt_wvt_patch Patching WVT material: maps/de_template_alpha_b002/nature/blendstonedirt001a_wvt_patch Patching WVT material: maps/de_template_alpha_b002/concrete/blend_rubble_02_wvt_patch Patching WVT material: maps/de_template_alpha_b002/concrete/blend_blacktop_01_wvt_patch Patching WVT material: maps/de_template_alpha_b002/nature/blendswampmud_aztec_wvt_patch Patching WVT material: maps/de_template_alpha_b002/nature/blend_dirt_concrete_07_aztec_wvt_patch Patching WVT material: maps/de_template_alpha_b002/nature/blend_dirt_concrete_02_wvt_patch fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 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 (1) Find Visible Detail Sides... Merged 3654 detail faces...done (2) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.prt...Building visibility clusters... done (0) Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Warning: overflowed 4 displacement corner-neighbor lists.Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (2) (1893850 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 12316 texinfos to 7515 Reduced 614 texdatas to 538 (21903 bytes to 18901) Writing C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.bsp 13 seconds elapsed CDynamicFunction: Loading library 'Kernel32.dll' (75150000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A42520 CDynamicFunction: Closing library 'Kernel32.dll' (75150000) ===== Begin VIS ===== Valve Software - vvis.exe (Feb 16 2016) 5 threads reading C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.bsp reading C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.prt 1549 portalclusters 5175 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (958) Optimized: 12912 visible clusters (0.00%) Total clusters visible: 724921 Average clusters visible: 467 Building PAS... Average clusters audible: 1444 visdatasize:532744 compressed from 619600 writing C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.bsp 15 minutes, 59 seconds elapsed CDynamicFunction: Loading library 'Kernel32.dll' (75150000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A42520 CDynamicFunction: Closing library 'Kernel32.dll' (75150000) ===== Begin RAD ===== Valve Software - vrad.exe SSE (Feb 17 2016) Valve Radiosity Simulator 6 threads [Reading texlights from 'lights.rad'] [3 texlights parsed from 'lights.rad'] [Reading texlights from 'lights_template.rad'] [0 texlights parsed from 'lights_template.rad'] Loading C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.bsp Loaded alpha texture materials\models\props_foliage\Mall_trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\flower_A.vtf Loaded alpha texture materials\models\props_foliage\flower_B.vtf Loaded alpha texture materials\models\props_foliage\flower_C.vtf Loaded alpha texture materials\models\props_foliage\flower_D.vtf Loaded alpha texture materials\Models\props_c17\fence_alpha.vtf Loaded alpha texture materials\models\props_foliage\ah_foliage_sheet001.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches02.vtf Loaded alpha texture materials\models\props_foliage\r_pfx_plants.vtf Loaded alpha texture materials\Models\props_c17\fence_alpha.vtf Loaded alpha texture materials\models\nauz\props_plants\willow_bark.vtf Loaded alpha texture materials\models\nauz\props_plants\willow_leaves03.vtf Loaded alpha texture materials\models\nauz\props_plants\willow_bark_002.vtf Loaded alpha texture materials\models\nauz\props_plants\willow_leaves04.vtf Loaded alpha texture materials\models\props_foliage\hedgerow_01.vtf Loaded alpha texture materials\models\props\nature\rd_palmleaves01.vtf Loaded alpha texture materials\models\props\nature\rd_jngl_lodsheet.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\Urban_Tree03_branches.vtf Loaded alpha texture materials\Metal\metalbar001c.vtf Setting up ray-trace acceleration structure... Done (37.32 seconds) 14904 faces 18 degenerate faces 916192 square feet [131931720.00 square inches] 822 Displacements 62786 Square Feet [9041263.00 Square Inches] 14886 patches before subdivision 92166 patches after subdivision 63 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (734) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (84) transfers 9098933, max 1951 transfer lists: 69.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(165853, 92950, 50315) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(25182, 13116, 6238) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(4456, 2158, 886) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(908, 416, 147) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(210, 91, 27) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(55, 23, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(16, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(5, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0451 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (25) 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 (15) Writing leaf ambient...done Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (2444) Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 44/1024 2112/49152 ( 4.3%) brushes 5068/8192 60816/98304 (61.9%) brushsides 41006/65536 328048/524288 (62.6%) planes 23776/65536 475520/1310720 (36.3%) vertexes 31399/65536 376788/786432 (47.9%) nodes 3361/65536 107552/2097152 ( 5.1%) texinfos 7515/12288 541080/884736 (61.2%) texdata 538/2048 17216/65536 (26.3%) dispinfos 822/0 144672/0 ( 0.0%) disp_verts 61174/0 1223480/0 ( 0.0%) disp_tris 96768/0 193536/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 234259/0 234259/0 ( 0.0%) faces 14904/65536 834624/3670016 (22.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 13115/65536 734440/3670016 (20.0%) facebrushes 1225/0 2450/0 ( 0.0%) facebrushlists 14904/0 59616/0 ( 0.0%) leaves 3406/65536 108992/2097152 ( 5.2%) leaffaces 18295/65536 36590/131072 (27.9%) leafbrushes 8363/65536 16726/131072 (12.8%) areas 7/1024 56/8192 ( 0.7%) surfedges 128585/512000 514340/2048000 (25.1%) edges 86712/256000 346848/1024000 (33.9%) LDR worldlights 63/8192 6300/819200 ( 0.8%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 2466/32768 24660/327680 ( 7.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 54867/65536 109734/131072 (83.7%) VERY FULL! cubemapsamples 8/1024 128/16384 ( 0.8%) overlays 377/1024 132704/360448 (36.8%) LDR lightdata [variable] 6667504/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 532744/16777216 ( 3.2%) entdata [variable] 183167/393216 (46.6%) LDR ambient table 3406/65536 13624/262144 ( 5.2%) HDR ambient table 3406/65536 13624/262144 ( 5.2%) LDR leaf ambient 17598/65536 492744/1835008 (26.9%) HDR leaf ambient 3406/65536 95368/1835008 ( 5.2%) 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] 1/114606 ( 0.0%) pakfile [variable] 13549758/0 ( 0.0%) physics [variable] 1893850/4194304 (45.2%) physics terrain [variable] 148970/1048576 (14.2%) Level flags = 1d Total triangle count: 46379 Writing C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.bsp 56 minutes, 0 seconds elapsed Valve Software - vrad.exe SSE (Feb 17 2016) Valve Radiosity Simulator 6 threads [Reading texlights from 'lights.rad'] [3 texlights parsed from 'lights.rad'] [Reading texlights from 'lights_template.rad'] [0 texlights parsed from 'lights_template.rad'] Loading C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.bsp Loaded alpha texture materials\models\props_foliage\Mall_trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\flower_A.vtf Loaded alpha texture materials\models\props_foliage\flower_B.vtf Loaded alpha texture materials\models\props_foliage\flower_C.vtf Loaded alpha texture materials\models\props_foliage\flower_D.vtf Loaded alpha texture materials\Models\props_c17\fence_alpha.vtf Loaded alpha texture materials\models\props_foliage\ah_foliage_sheet001.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches02.vtf Loaded alpha texture materials\models\props_foliage\r_pfx_plants.vtf Loaded alpha texture materials\Models\props_c17\fence_alpha.vtf Loaded alpha texture materials\models\nauz\props_plants\willow_bark.vtf Loaded alpha texture materials\models\nauz\props_plants\willow_leaves03.vtf Loaded alpha texture materials\models\nauz\props_plants\willow_bark_002.vtf Loaded alpha texture materials\models\nauz\props_plants\willow_leaves04.vtf Loaded alpha texture materials\models\props_foliage\hedgerow_01.vtf Loaded alpha texture materials\models\props\nature\rd_palmleaves01.vtf Loaded alpha texture materials\models\props\nature\rd_jngl_lodsheet.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\Urban_Tree03_branches.vtf Loaded alpha texture materials\Metal\metalbar001c.vtf Setting up ray-trace acceleration structure... Done (36.13 seconds) 14904 faces 18 degenerate faces 916192 square feet [131931720.00 square inches] 822 Displacements 62786 Square Feet [9041263.00 Square Inches] 14886 patches before subdivision 92166 patches after subdivision 63 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (763) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (87) transfers 9098933, max 1951 transfer lists: 69.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(155004, 81615, 40156) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(23584, 11573, 5005) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(4188, 1919, 716) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(858, 373, 120) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(199, 82, 22) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(53, 21, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(15, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(5, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.3785 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21) 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 (16) Writing leaf ambient...done Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (2381) Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 44/1024 2112/49152 ( 4.3%) brushes 5068/8192 60816/98304 (61.9%) brushsides 41006/65536 328048/524288 (62.6%) planes 23776/65536 475520/1310720 (36.3%) vertexes 31399/65536 376788/786432 (47.9%) nodes 3361/65536 107552/2097152 ( 5.1%) texinfos 7515/12288 541080/884736 (61.2%) texdata 538/2048 17216/65536 (26.3%) dispinfos 822/0 144672/0 ( 0.0%) disp_verts 61174/0 1223480/0 ( 0.0%) disp_tris 96768/0 193536/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 234259/0 234259/0 ( 0.0%) faces 14904/65536 834624/3670016 (22.7%) hdr faces 14904/65536 834624/3670016 (22.7%) origfaces 13115/65536 734440/3670016 (20.0%) facebrushes 1225/0 2450/0 ( 0.0%) facebrushlists 14904/0 59616/0 ( 0.0%) leaves 3406/65536 108992/2097152 ( 5.2%) leaffaces 18295/65536 36590/131072 (27.9%) leafbrushes 8363/65536 16726/131072 (12.8%) areas 7/1024 56/8192 ( 0.7%) surfedges 128585/512000 514340/2048000 (25.1%) edges 86712/256000 346848/1024000 (33.9%) LDR worldlights 63/8192 6300/819200 ( 0.8%) HDR worldlights 63/8192 6300/819200 ( 0.8%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 2466/32768 24660/327680 ( 7.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 54867/65536 109734/131072 (83.7%) VERY FULL! cubemapsamples 8/1024 128/16384 ( 0.8%) overlays 377/1024 132704/360448 (36.8%) LDR lightdata [variable] 6667504/0 ( 0.0%) HDR lightdata [variable] 6667504/0 ( 0.0%) visdata [variable] 532744/16777216 ( 3.2%) entdata [variable] 183167/393216 (46.6%) LDR ambient table 3406/65536 13624/262144 ( 5.2%) HDR ambient table 3406/65536 13624/262144 ( 5.2%) LDR leaf ambient 17598/65536 492744/1835008 (26.9%) HDR leaf ambient 17555/65536 491540/1835008 (26.8%) 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] 1/114606 ( 0.0%) pakfile [variable] 26381322/0 ( 0.0%) physics [variable] 1893850/4194304 (45.2%) physics terrain [variable] 148970/1048576 (14.2%) Level flags = 1f Total triangle count: 46379 Writing C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.bsp 55 minutes, 8 seconds elapsed CDynamicFunction: Loading library 'Kernel32.dll' (75150000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A42520 CDynamicFunction: Closing library 'Kernel32.dll' (75150000) ***** Finished compiling file: C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.vmf ***** ***** Copied C:\**\counter-strike global offensive\sdk_content\maps\de_template_alpha_b002.bsp to C:\***\csgo\maps ***** ================== /////////////////////////////// // All Compilation Finished! // /////////////////////////////// VBSP 00:13 VVIS 15:59 VRAD 1:51:11 [/CODE] Don't worry about the vvis part, map hasn't been closed up. VRAD needs with 2h too long. light_environment: [CODE] Pitch: -46 Brightness: 255 171 79 250 Ambient: 202 216 219 40 [/CODE] light_directional: [CODE] Pitch: -46 Brightness: 202 216 219 80 [/CODE] No color_correction / fog / shadow No 3d skycamera HDR Sky used tonemap settings: [CODE] SetAutoExposureMin: 0.7 SetAutoExposureMax: 1.0 SetTonemapRate: 0.2 [/CODE] postprocess_controller: [CODE] local c. s. : -.3 local c. e. s. : -.4 Film gain s. : 0.4 [/CODE]
[QUOTE=TheRaZZeRApp;49853045] map hasn't been closed up. [/QUOTE] This is most likely the cause of your peoblem.
Why do you have a light_directional? Also compile vrad with -hdr NOT -both. CS:GO uses hdr only! Also did you change any materials since compiling?
[QUOTE=Grenade Man;49854388]This is most likely the cause of your peoblem.[/QUOTE] The light worked in previous version with the same skybox and there aren't any leaks. [editline]3rd March 2016[/editline] [QUOTE=Stiffy360;49854834]Why do you have a light_directional? Also compile vrad with -hdr NOT -both. CS:GO uses hdr only! Also did you change any materials since compiling?[/QUOTE] I thought both is necessary for creating cubemaps.
[QUOTE=TheRaZZeRApp;49857604]The light worked in previous version with the same skybox and there aren't any leaks. [editline]3rd March 2016[/editline] I thought both is necessary for creating cubemaps.[/QUOTE] Nope. All you need is hdr only. LDR doesn't even work and adds extra file size and compile times.
I heard that this has been a bigger problem lately. Something to do with a patch or update?
[url]https://www.reddit.com/r/hammer/comments/4961sz/csgodark_corrupted_shadows_after_wildfire_update/[/url]
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