How to make a Propper Model looks like when it was a brush ?

Hello,

I have a big problem with propper.

I propper func_detail of my map, but the problem is it doesn’t look likes when it was a brush.

Can you help me to make it like when it was a brush ?

And btw, i compile with -final configuration.

Without propper model :

With propper model :

Compile log :



** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test"

Valve Software - vbsp.exe (Apr  5 2014)
Patched VBSP for gm_metrostroi
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2\materials
Loading c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
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)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1698.7 3469.8 544.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 5005130: 

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 14 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/bm_sky_underground_00*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/bm_sky_underground_00*.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) (141096 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 838 texinfos to 460
Reduced 134 texdatas to 104 (6224 bytes to 5298)
Writing c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.bsp
2 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test"

Valve Software - vvis.exe (Sep 20 2013)
4 threads
reading c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.bsp
reading c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.prt
 446 portalclusters
1227 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 (2)
Optimized: 260 visible clusters (0.56%)
Total clusters visible: 46462
Average clusters visible: 104
Building PAS...
Average clusters audible: 351
visdatasize:48960  compressed from 49952
writing c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.bsp
2 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -StaticPropPolys -StaticPropLighting -bounce 2 -both -final -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test"

Valve Software - vrad.exe SSE (Apr  5 2014)

      Valve Radiosity Simulator     

Patched VRAD for gm_metrostroi
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.bsp
Setting up ray-trace acceleration structure... Done (1.55 seconds)
1218 faces
2 degenerate faces
240630 square feet [34650824.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1216 patches before subdivision
14522 patches after subdivision
53 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 902198, max 291
transfer lists:   6.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(43164, 43420, 27842)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(12417, 11219, 4984)
Build Patch/Sample Hash Table(s).....Done<0.0045 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.
Skipping calculating leaf ambient
Writing leaf ambient...Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (1)

Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  31/1024         1488/49152    ( 3.0%) 
brushes                393/65536        4716/786432   ( 0.6%) 
brushsides            2946/65536       23568/524288   ( 4.5%) 
planes                1752/65536       35040/1310720  ( 2.7%) 
vertexes              2705/65536       32460/786432   ( 4.1%) 
nodes                 1141/65536       36512/2097152  ( 1.7%) 
texinfos               460/12288       33120/884736   ( 3.7%) 
texdata                104/2048         3328/65536    ( 5.1%) 
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                 1218/65536       68208/3670016  ( 1.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              721/65536       40376/3670016  ( 1.1%) 
leaves                1173/65536       37536/2097152  ( 1.8%) 
leaffaces             1433/65536        2866/131072   ( 2.2%) 
leafbrushes           1031/65536        2062/131072   ( 1.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8856/512000      35424/2048000  ( 1.7%) 
edges                 5493/256000      21972/1024000  ( 2.1%) 
LDR worldlights         53/8192         4664/720896   ( 0.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            162/32768        1620/327680   ( 0.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2700/65536        5400/131072   ( 4.1%) 
cubemapsamples          10/1024          160/16384    ( 1.0%) 
overlays                 7/512          2464/180224   ( 1.4%) 
LDR lightdata         [variable]      954968/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       48960/16777216 ( 0.3%) 
entdata               [variable]       58421/393216   (14.9%) 
LDR ambient table     1173/65536        4692/262144   ( 1.8%) 
HDR ambient table     1173/65536        4692/262144   ( 1.8%) 
LDR leaf ambient      1173/65536       32844/1835008  ( 1.8%) 
HDR leaf ambient      1173/65536       32844/1835008  ( 1.8%) 
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]           1/11816    ( 0.0%) 
pakfile               [variable]     1336601/0        ( 0.0%) 
physics               [variable]      141096/4194304  ( 3.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 1

Total triangle count: 3493
Writing c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.bsp
7 seconds elapsed
Valve Software - vrad.exe SSE (Apr  5 2014)

      Valve Radiosity Simulator     

Patched VRAD for gm_metrostroi
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.bsp
Setting up ray-trace acceleration structure... Done (1.53 seconds)
1218 faces
2 degenerate faces
240630 square feet [34650824.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1216 patches before subdivision
14522 patches after subdivision
53 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 902198, max 291
transfer lists:   6.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(43168, 43422, 27842)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(12418, 11220, 4984)
Build Patch/Sample Hash Table(s).....Done<0.0048 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.
Skipping calculating leaf ambient
Writing leaf ambient...Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (1)

Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  31/1024         1488/49152    ( 3.0%) 
brushes                393/65536        4716/786432   ( 0.6%) 
brushsides            2946/65536       23568/524288   ( 4.5%) 
planes                1752/65536       35040/1310720  ( 2.7%) 
vertexes              2705/65536       32460/786432   ( 4.1%) 
nodes                 1141/65536       36512/2097152  ( 1.7%) 
texinfos               460/12288       33120/884736   ( 3.7%) 
texdata                104/2048         3328/65536    ( 5.1%) 
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                 1218/65536       68208/3670016  ( 1.9%) 
hdr faces             1218/65536       68208/3670016  ( 1.9%) 
origfaces              721/65536       40376/3670016  ( 1.1%) 
leaves                1173/65536       37536/2097152  ( 1.8%) 
leaffaces             1433/65536        2866/131072   ( 2.2%) 
leafbrushes           1031/65536        2062/131072   ( 1.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8856/512000      35424/2048000  ( 1.7%) 
edges                 5493/256000      21972/1024000  ( 2.1%) 
LDR worldlights         53/8192         4664/720896   ( 0.6%) 
HDR worldlights         53/8192         4664/720896   ( 0.6%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            162/32768        1620/327680   ( 0.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2700/65536        5400/131072   ( 4.1%) 
cubemapsamples          10/1024          160/16384    ( 1.0%) 
overlays                 7/512          2464/180224   ( 1.4%) 
LDR lightdata         [variable]      954968/0        ( 0.0%) 
HDR lightdata         [variable]      954968/0        ( 0.0%) 
visdata               [variable]       48960/16777216 ( 0.3%) 
entdata               [variable]       58421/393216   (14.9%) 
LDR ambient table     1173/65536        4692/262144   ( 1.8%) 
HDR ambient table     1173/65536        4692/262144   ( 1.8%) 
LDR leaf ambient      1173/65536       32844/1835008  ( 1.8%) 
HDR leaf ambient      1173/65536       32844/1835008  ( 1.8%) 
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]           1/11816    ( 0.0%) 
pakfile               [variable]     1746149/0        ( 0.0%) 
physics               [variable]      141096/4194304  ( 3.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 3

Total triangle count: 3493
Writing c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\maps\rp_sectorc_source_b3_test.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2\maps\rp_sectorc_source_b3_test.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" +map "rp_sectorc_source_b3_test"



You have a leak.

While you’re at it, you should take care of this issue:

Which means there’s either a huge brush near those coords or a weird shape that it can’t handle properly. Problem could also lie in lighting settings for the model, but don’t pin me to that.

prop_static models will be dark like that if their model origin is inside world geometry. You can fix the problem by using an info_lighting entity and telling the prop_static to use that for lighting purposes.

The way info_lighting works is that during the radiosity process, the prop_static entities are moved to the location where the info_lighting is so the model is lit from that location, then it’s moved back to the location it was originally.

If you use info_lighting correctly, it works fairly well, though if the model doesn’t have enough polygons, the lighting can still look pretty bad.

If I use info_lighting the propper model will not looks like when it was a brush.

It’s not really possible to get a model to have the same lighting fidelity as a world brush. Props use vertex lighting and the light quality is directly proportional to the number of polygons/verticies it has. If the faces on the model are large and flat, the light quality is going to look like crap.

World brushes on the other hand are chopped into (usually) 16x16 pixel chunks for radiosity bounces and have much more detailed lighting.

If you want the curved wall piece to look like a world brush, then you’re going to have to make it a world brush (func_detail.)

The problem is i very need to convert this into propper model because i reach the brush limit and can’t compile my map.

Your map looks awfully familiar:

http://puu.sh/8WCRc.png

I hope you haven’t decompiled the sector C maps from Black Mesa Source, and are attempting to put them all in one map :V

If you are, then remember that the single player maps are designed to have a lot of detail, and it isn’t just a case of ‘stitching’ them together.

http://steamcommunity.com/sharedfiles/filedetails/?id=196960165

Use an info_lighting entity to fix this, the x that marks the point where the light is calculated on the model is intersecting the wall/floor/ceiling.

In this instance, you could probably also use the -StaticPropLighting option on VRAD. This means that it lights the props on a per vertex basis instead of using the origin; I normally have this on by default as although it increase compile times, it does make the lighting on props look a lot better.

Also, fix the leak as everyone else has said!

Edit: Just realised, you already use this in your compile log! Looking at the prop, I’m going to have at a guess it has normal/bump maps? In which case, you’ll need an info_lighting as everyone else has said!

You should really delete the testchamber, it’s probably a large amount of brushes just for a room with one purpose (so people can roleplay the resonance cascade over and over again).

If you’ve tried everything and it still appears dark, just leave it as a func_detail and propper something else, it’s only 1 brush and sometimes it’s not worth the hassle.

  1. First of all, make sure that your props are being lit with static prop lighting and VRAD doesn’t skip on you.
  2. Make sure models origin is outside of any geometry. This doesn’t matter much for static prop lighting though, but will for dynamic lighting.
  3. Make sure every vertex of this brush is actually outside of any map geometry. If a vertex is inside map geometry, it will be not lit. So if all four corners of your brush are inside a wall, it will always stay dark
  4. You can always improve quality of vertex lighting by converting select faces into a displacement. It has little real effect on performance unless you abuse it, but higher vertex density allows you to have shadows and such cast upon the brushes, and also more often than not fixes the whole ‘black face lighting’ error IF you know what you’re doing with it

Okay, i change parameters on propper_model and now it’s good, but the problem is i have ugly shadows on the model :

Do you know how to fix it ?

Try disabling Shadows on the prop

I tried and it not works.

Someone know how to fix this ?

Disable Vertexlighting
Disable Self-Shadowing