Help, wierd Map shadow problem

Hello! so im a map devoloper on a community. When i first started they had this remake of the famous downtown map.
I have been working on the remake of it for like a half year now, and suddenly a shadow problem came up. It appears in one of the districts like a square, and i have no clue what causes it.



** Executing...
** Command: "E:\Programmer (x86)\steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -notjunc -game "E:\Programmer (x86)\steam\steamapps\common\GarrysMod\garrysmod" "e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1"

Valve Software - vbsp.exe (Dec 12 2017)
notjunc = true
4 threads
materialPath: E:\Programmer (x86)\steam\steamapps\common\GarrysMod\garrysmod\materials
Loading e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default
Could not locate 'GameData' key in e:\programmer (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_downtown_v4c_v2_zarp_v5atest_1/de_train/blendgrassdirt001a_wvt_patch
Patching WVT material: maps/rp_downtown_v4c_v2_zarp_v5atest_1/de_tides/blend_concrete_dirt_wvt_patch
Patching WVT material: maps/rp_downtown_v4c_v2_zarp_v5atest_1/zarp/zarp_grass_01_wvt_patch
Patching WVT material: maps/rp_downtown_v4c_v2_zarp_v5atest_1/nature/blendgrassgrass001a_wvt_patch
Patching WVT material: maps/rp_downtown_v4c_v2_zarp_v5atest_1/nyko18/phys_temple/moutains_blend_wvt_patch
Patching WVT material: maps/rp_downtown_v4c_v2_zarp_v5atest_1/nyko18/phys_temple/moutains_blend_nodet_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...
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...
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...
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...
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...
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...
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...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 718 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (3)
writing e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1.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 (2) (7458017 bytes)
Static prop models/props_c17/light_domelight02_on.mdl outside the map (-890.00, 1114.92, -72.00)
Static prop models/props_c17/light_domelight02_on.mdl outside the map (-893.84, 1279.00, -72.00)
Static prop models/props_c17/light_domelight02_on.mdl outside the map (-1053.80, 1115.00, -71.72)
Static prop models/props_c17/light_domelight02_on.mdl outside the map (-1032.84, 1279.00, -71.99)
Error loading studio model "models/props_mining/rock_caves01.mdl"!
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
Material ZARP/BLEND_ASPHALTDIRT uses unknown detail object type none!
.Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
.10
Compacting texture/material tables...
Reduced 13928 texinfos to 8034
Reduced 1310 texdatas to 1148 (81749 bytes to 74694)
Writing e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1.bsp
22 seconds elapsed

** Executing...
** Command: "E:\Programmer (x86)\steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -fast -game "E:\Programmer (x86)\steam\steamapps\common\GarrysMod\garrysmod" "e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1"

Valve Software - vvis.exe (Dec 12 2017)
fastvis = true
4 threads
reading e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1.bsp
reading e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1.prt
6721 portalclusters
18190 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 1220957 visible clusters (11.90%)
Total clusters visible: 10259004
Average clusters visible: 1526
Building PAS...
Average clusters audible: 4749
visdatasize:6822897  compressed from 11398816
writing e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1.bsp
10 seconds elapsed

** Executing...
** Command: "E:\Programmer (x86)\steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "E:\Programmer (x86)\steam\steamapps\common\GarrysMod\garrysmod" "e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1"

Valve Software - vrad.exe SSE (Dec 12 2017)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1.bsp
Setting up ray-trace acceleration structure... Done (5.77 seconds)
32735 faces
13 degenerate faces
3887065 square feet [559737408.00 square inches]
305 Displacements
486515 Square Feet [70058288.00 Square Inches]
32722 patches before subdivision
347820 patches after subdivision
sun extent from map=0.087156
945 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (56)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (99)
transfers 47861285, max 1390
transfer lists: 365.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(1408279, 1143848, 740005)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(360070, 256277, 138029)
Build Patch/Sample Hash Table(s).....Done<0.1210 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (24)
FinalLightFace Done
2 of 23 (8% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 302/1024        14496/49152    (29.5%) 
brushes               7716/8192        92592/98304    (94.2%) VERY FULL!
brushsides           52883/65536      423064/524288   (80.7%) VERY FULL!
planes               26096/65536      521920/1310720  (39.8%) 
vertexes             56800/65536      681600/786432   (86.7%) VERY FULL!
nodes                17155/65536      548960/2097152  (26.2%) 
texinfos              8034/12288      578448/884736   (65.4%) 
texdata               1148/2048        36736/65536    (56.1%) 
dispinfos              305/0           53680/0        ( 0.0%) 
disp_verts           25433/0          508660/0        ( 0.0%) 
disp_tris            40672/0           81344/0        ( 0.0%) 
disp_lmsamples     1384440/0         1384440/0        ( 0.0%) 
faces                32735/65536     1833160/3670016  (49.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            19448/65536     1089088/3670016  (29.7%) 
leaves               17458/65536      558656/2097152  (26.6%) 
leaffaces            39680/65536       79360/131072   (60.5%) 
leafbrushes          20324/65536       40648/131072   (31.0%) 
areas                   10/256            80/2048     ( 3.9%) 
surfedges           208396/512000     833584/2048000  (40.7%) 
edges               152188/256000     608752/1024000  (59.4%) 
LDR worldlights        945/8192        83160/720896   (11.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            6/32768          72/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples         179/1024         2864/16384    (17.5%) 
overlays                 9/512          3168/180224   ( 1.8%) 
LDR lightdata         [variable]    33320868/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     6822897/16777216 (40.7%) 
entdata               [variable]      659067/393216   (167.6%) VERY FULL!
LDR ambient table    17458/65536       69832/262144   (26.6%) 
HDR ambient table    17458/65536       69832/262144   (26.6%) 
LDR leaf ambient     61005/65536     1708140/1835008  (93.1%) VERY FULL!
HDR leaf ambient     17458/65536      488824/1835008  (26.6%) 
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]           1/86366    ( 0.0%) 
pakfile               [variable]    16024237/0        ( 0.0%) 
physics               [variable]     7458017/4194304  (177.8%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 65225
Writing e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1.bsp
3 minutes, 21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "e:\hammer baner\rp_downtown map\efter xmas\rp_downtown_v4c_v2_zarp_v5atest_1.bsp" "E:\Programmer (x86)\steam\steamapps\common\GarrysMod\garrysmod\maps\rp_downtown_v4c_v2_zarp_v5atest_1.bsp"


** Executing...
** Command: "E:\Programmer (x86)\steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -allowdebug -game "E:\Programmer (x86)\steam\steamapps\common\GarrysMod\garrysmod" +map "rp_downtown_v4c_v2_zarp_v5atest_1"



I hope someone know how to fix the problem! thank you

First, please post questions in the questions thread next time.

Next, you have a couple of errors in your map that aren’t related to shadows. Use this tool and paste in your compile log to reveal them: http://www.interlopers.net/errors/

Finally, it seems the shadows are caused by your skybox displacements. Any object in the skybox casts shadows on the map. So you need to modify your skybox so its displacements aren’t covering parts of your map.

add -noskyboxrecurse to vrad.

1 Like