Issues with displacements and light

I’m the most inexperienced mapper ever and I generally suck in hammer, but I thought I’d give a map a go.
I have some issues with it.

  1. All of my displacements have these weird dark seams around them, I have no idea why but it’s probably something really simple that you can throw in mah face and mock me about for not knowing :stuck_out_tongue:

http://g.imagehost.org/0011/ss_coast_race0008.jpg

  1. I have some lightning issues, or rather lack of shadow and weird shadows at some places. I thought it might be because of my pitch and shit on the shadow_control, but since I decided to make a thread I thought I might as well ask.

  2. My water comes out as invisible from above the surface. I can see it fine when I go below, but when I’m above surface level it’s invisible.

http://f.imagehost.org/0701/ss_coast_race0027.jpg

If you don’t feel like typing, then please redirect me to some tutorial site, I’m as happy to read their tips as yours :stuck_out_tongue:

I can post a compile log if that might help??

Below is some unneeded reading.
The map I’m making is some race island. It’s just a track (512 units wide) that is situated on an island. It’s like a 20 minute wip so everything that you think like “why didn’t he…” are probably going to be taken care of. I plan on fixing the textures, adding proper skybox, fixing the displacements, add some more architecture, guard rails and of course push the nature aspect a bit.

Also, I know this map is pretty sheit in your eyes, but I’ll never force you to play it, so say whatever you want about my mapping skills.

Is everything enclosed within a skybox?
You should paste the compilelog, just mark your steamname in the log with something else like (steamname).

And by me, you don’t suck at mapping, when I was new I didn’t even knew how to make a skybox, nor water.

I think that was at least one of the problems. I had displacements with nothing under them, and I actually know that’s not gonna work. I added a nodraw brush under the map and optimized(?) the map a bit, by adding nodraw texture to the underside of the road. I’ll recompile the map and post a compile log.

That should fix all your problems. The lighting is caused because VRAD is not running properly, and the water is caused by VVIS screwing around.

I used to get those displacement shadows when I put VRAD to fast. For some reason, I don’t get it anymore, though.

Alright I recompiled it and I saw some errors in the compile log. I also checked it with interlopers log check, got this from it.

Found query in 2 errors:

  • Warning: overflowed # displacement corner-neighbor lists.
  • FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (x,y,z coordinates)

And if you wanna have a look at the log here it is. I hope these tags work…



** Executing...
** Command: "c:\program\steam\steamapps\kapten_haddock\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program\steam\steamapps\kapten_haddock\counter-strike source\cstrike" "C:\Program\Steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program\steam\steamapps\kapten_haddock\counter-strike source\cstrike\materials
Loading C:\Program\Steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race.vmf
fixing up env_cubemap materials on brush sides...
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)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1581.6, -1056.4, -64.0)
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 1429: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1584.0, -1024.0, -64.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
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 1429: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1579.6, -1024.0, -64.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
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 1429: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3955.4, -3448.4, -64.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
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 7619: Brush 7618: Brush 7617: Brush 7616: Brush 7615: Brush 7614: Brush 7613: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2938.2, -3928.1, -64.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
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 4834: Brush 4835: Brush 4836: Brush 4837: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2052.8, -4353.8, -64.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
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 4914: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1029.1, -4444.5, -64.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
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 4947: Brush 4946: Brush 4945: Brush 4944: 

Processing areas...done (0)
Building Faces...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program\Steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race.prt...done (0)
Creating default 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...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 185 displacement corner-neighbor lists.Warning: invalid neighbor connection on displacement near (7680.00 -10752.00 -386.24)
Warning: invalid neighbor connection on displacement near (7680.00 -10752.00 -610.28)
Warning: invalid neighbor connection on displacement near (7680.00 -8704.00 -490.26)
Warning: invalid neighbor connection on displacement near (7680.00 -8704.00 -490.26)
Warning: invalid neighbor connection on displacement near (8704.00 -8704.00 -397.67)
Warning: invalid neighbor connection on displacement near (8704.00 -8704.00 -615.31)
Warning: invalid neighbor connection on displacement near (8704.00 -8704.00 -615.31)
Warning: invalid neighbor connection on displacement near (8704.00 -8704.00 -615.31)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (332933 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 69 texinfos to 34
Reduced 11 texdatas to 8 (334 bytes to 184)
Writing C:\Program\Steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race.bsp
29 seconds elapsed

** Executing...
** Command: "c:\program\steam\steamapps\kapten_haddock\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program\steam\steamapps\kapten_haddock\counter-strike source\cstrike" "C:\Program\Steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program\steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race.bsp
reading c:\program\steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race.prt
2015 portalclusters
6498 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (8)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (7314)
Optimized: 2213 visible clusters (0.00%)
Total clusters visible: 2318988
Average clusters visible: 1150
Building PAS...
Average clusters audible: 1768
visdatasize:914647  compressed from 1031680
writing c:\program\steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race.bsp
2 hours, 2 minutes, 3 seconds elapsed

** Executing...
** Command: "c:\program\steam\steamapps\kapten_haddock\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program\steam\steamapps\kapten_haddock\counter-strike source\cstrike" "C:\Program\Steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program\steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race.bsp
5098 faces
7 degenerate faces
5878584 square feet [846516160.00 square inches]
354 displacements
4237708 square feet [610230016.00 square inches]
5091 patches before subdivision
122648 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (830)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (180)
transfers 3555942, max 1452
transfer lists:  27.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(207913, 186128, 106482)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(20793, 18970, 10814)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(4512, 3881, 2345)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(1131, 989, 582)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(314, 267, 155)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(88, 75, 42)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(25, 21, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(7, 6, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(2, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.5539 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (100)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                908/8192        10896/98304    (11.1%) 
brushsides            9362/65536       74896/524288   (14.3%) 
planes               13576/65536      271520/1310720  (20.7%) 
vertexes             11285/65536      135420/786432   (17.2%) 
nodes                 3712/65536      118784/2097152  ( 5.7%) 
texinfos                34/12288        2448/884736   ( 0.3%) 
texdata                  8/2048          256/65536    ( 0.4%) 
dispinfos              354/0           62304/0        ( 0.0%) 
disp_verts          102306/0         2046120/0        ( 0.0%) 
disp_tris           181248/0          362496/0        ( 0.0%) 
disp_lmsamples     9608472/0         9608472/0        ( 0.0%) 
faces                 5098/65536      285488/3670016  ( 7.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2744/65536      153664/3670016  ( 4.2%) 
leaves                3714/65536      118848/2097152  ( 5.7%) 
leaffaces             4875/65536        9750/131072   ( 7.4%) 
leafbrushes           5864/65536       11728/131072   ( 8.9%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            34586/512000     138344/2048000  ( 6.8%) 
edges                19990/256000      79960/1024000  ( 7.8%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            584/32768        5840/327680   ( 1.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          8928/65536       17856/131072   (13.6%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    13466688/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      914647/16777216 ( 5.5%) 
entdata               [variable]        2288/393216   ( 0.6%) 
LDR leaf ambient      3714/65536       89136/1572864  ( 5.7%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      174331/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      332933/4194304  ( 7.9%) 
==== Total Win32 BSP file data space used: 28495363 bytes ====

Total triangle count: 13414
Writing c:\program\steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race.bsp
18 minutes, 42 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program\Steam\steamapps\kapten_haddock\sourcesdk_content\cstrike\mapsrc\ss_coast_race.bsp" "c:\program\steam\steamapps\kapten_haddock\counter-strike source\cstrike\maps\ss_coast_race.bsp"

Setting VRAD to fast does crazy stuff.

EDIT:

Holy crap! VVIS is taking two hours!? You have some serious issues with your map.

Neither can he. :smiley:

hm, it seems I still need help with those damn seams on the displacements. I’ve gotten this before and I can’t figure out why it does that.

http://g.imagehost.org/0709/ss_coast_race0040.jpg

Select only the top of the brush and make it a displacement. That should fix the problem.

no i have the same problem but the top is only selcted

Why are they displacements when they are flat? Regardless, have you sown all the edges?

Sew the displacements and don’t compile on fast VRAD

Make sure you destroy all the sides of the displacements APART FROM THE TOP one obviously… this will fix your problem.

EDIT: Woah this topic is old :expressionless:

lols bump. Also solved like 5 minutes after thread was posted… damng

Lol. Fail.