Lighting trough displacement

Hey, got some probs here, you can see the lighting going underneath my displacements, also the foliage on the second image is fullbright.

http://img6.uploadhouse.com/fileuploads/5506/5506751105f650451532a89c28e93b871ed6957.jpg

http://img6.uploadhouse.com/fileuploads/5506/55067529f775c3b7dfb9055d7f9e30e4f0eb985.jpg

Anyone know what’s up? I can’t seem to fix it, i tried different light_envs and also put a blocklight behind the displacements but it doesn’t change anything. Cheers to anyone that wants to help

-snip-

Covering up behind the join with blocklight/nodraw has always worked for me, are you doing a full vrad compile?

What metallics said. Thats how I fixed it for my map.





** Executing...
** Command: "c:\program files (x86)\steam\steamapps\-\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\-\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\-\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
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)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 130 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_07rt"
Can't load skybox file skybox/sky_day01_07 to build the default cubemap!
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) (51000 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
..Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
9...10
Compacting texture/material tables...
Reduced 284 texinfos to 207
Reduced 24 texdatas to 22 (593 bytes to 544)
Writing C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\-\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\-\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program files (x86)\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp
reading c:\program files (x86)\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.prt
 155 portalclusters
 478 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 (1)
Optimized: 8 visible clusters (0.00%)
Total clusters visible: 14119
Average clusters visible: 91
Building PAS...
Average clusters audible: 151
visdatasize:7342  compressed from 7440
writing c:\program files (x86)\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\-\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\-\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11"

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 files (x86)\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp
591 faces
220411 square feet [31739312.00 square inches]
15 displacements
14109 square feet [2031810.50 square inches]
591 patches before subdivision
9321 patches after subdivision
14 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 451387, max 281
transfer lists:   3.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(36509, 19433, 5556)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(5204, 2786, 623)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(984, 542, 101)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(201, 116, 18)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(46, 28, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(11, 7, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(3, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0064 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   8/1024          384/49152    ( 0.8%) 
brushes                155/8192         1860/98304    ( 1.9%) 
brushsides            1118/65536        8944/524288   ( 1.7%) 
planes                1066/65536       21320/1310720  ( 1.6%) 
vertexes              1231/65536       14772/786432   ( 1.9%) 
nodes                  356/65536       11392/2097152  ( 0.5%) 
texinfos               207/12288       14904/884736   ( 1.7%) 
texdata                 22/2048          704/65536    ( 1.1%) 
dispinfos               15/0            2640/0        ( 0.0%) 
disp_verts            3919/0           78380/0        ( 0.0%) 
disp_tris             6912/0           13824/0        ( 0.0%) 
disp_lmsamples       35496/0           35496/0        ( 0.0%) 
faces                  591/65536       33096/3670016  ( 0.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              428/65536       23968/3670016  ( 0.7%) 
leaves                 365/65536       11680/2097152  ( 0.6%) 
leaffaces              616/65536        1232/131072   ( 0.9%) 
leafbrushes            253/65536         506/131072   ( 0.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             4567/512000      18268/2048000  ( 0.9%) 
edges                 2862/256000      11448/1024000  ( 1.1%) 
LDR worldlights         14/8192         1232/720896   ( 0.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            130/32768        1300/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2259/65536        4518/131072   ( 3.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      268524/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        7342/16777216 ( 0.0%) 
entdata               [variable]       19261/393216   ( 4.9%) 
LDR leaf ambient       365/65536        8760/1572864  ( 0.6%) 
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]           1/5092     ( 0.0%) 
pakfile               [variable]       10006/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       51000/4194304  ( 1.2%) 
==== Total Win32 BSP file data space used: 676779 bytes ====

Total triangle count: 1770
Writing c:\program files (x86)\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\maze11.bsp" "c:\program files (x86)\steam\steamapps\-\counter-strike source\cstrike\maps\maze11.bsp"


What exactly do you mean, covering up behind the join. I did put a blocklight behind the displacements but not fully. And yes, full vrad compile.

If you sealed the map up properly instead of having it entirely surrounded with skybox brushes you wouldn’t usually need a workaround fix.

Oke, i did put a whole sky box around the map, but i will change that when the map gets done, saves alot of time, i get what the problem is now though, thanks!