-StaticPropPolys won't work!

For some reasons -StaticPropPolys parameter doesn’t have any effect and i have used about 10 different lines with and without -textureshadows and such to get it work.

This is result from normal compile:

This what i get with -StaticPropPolys:

This is what it supposed to look like:

Maybe you can use “env_projectedtexture” to make those “shadows”?

What? That’d be insane. You’d need a crapload of entities everywhere and the shadows would look like shit.

Is the tree’s texture defined correctly within the lights file? (Pretty sure that’s the file you need to add it to)

But it shouldn’t have a effect if you compile without -textureshadows.

-StaticPropLighting and -TextureShadows

Tried with them too.

Have you tried lowering the lightmap scale on the road?

Its 8 now.
I’ll test.

[editline]07:47PM[/editline]

Tried with 4, it didn’t work.

Check the lights.rad

http://www.interlopers.net/tutorials/27738

It’s okay, there are the textures and models in the list already.

I just tried and it works fine. Try pasting your VRAD compile settings here, or the compile log.

Here, if it helps:



** Executing...
** Command: "c:\program files\steam\steamapps\latex21\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\latex21\half-life 2 episode two\ep2" "c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski"

Valve Software - vbsp.exe (Jul  7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\latex21\half-life 2 episode two\ep2\materials
Loading c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\latex21\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/rp_koski/nature/blendgrassdirt01_wvt_patch
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_02_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_02_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...
done (0) (11607 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 123 texinfos to 65
Reduced 20 texdatas to 15 (594 bytes to 404)
Writing c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\latex21\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\latex21\half-life 2 episode two\ep2" "c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski"

Valve Software - vvis.exe (Jul  7 2010)
4 threads
reading c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.bsp
reading c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.prt
  43 portalclusters
 111 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1641
Average clusters visible: 38
Building PAS...
Average clusters audible: 43
visdatasize:863  compressed from 688
writing c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\latex21\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -final -StaticPropPolys -StaticPropLighting -TextureShadows -game "c:\program files\steam\steamapps\latex21\half-life 2 episode two\ep2" "c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski"

Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.bsp
Loaded alpha texture materials\models\props_forest\fern01.vtf
Loaded alpha texture materials\models\Cliffs\ferns01.vtf
Loaded alpha texture materials\models\props_foliage\branchesfarm01_mip0.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
unexpected strips found
Setting up ray-trace acceleration structure... Done (1.57 seconds)
199 faces
265909 square feet [38290988.00 square inches]
27 Displacements
57960 Square Feet [8346356.50 Square Inches]
199 patches before subdivision
8917 patches after subdivision
sun extent from map=0.003491
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (43)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 55852, max 204
transfer lists:   0.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(1234, 970, 337)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(76, 30, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(6, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0093 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (11)

Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 31/8192          372/98304    ( 0.4%) 
brushsides             216/65536        1728/524288   ( 0.3%) 
planes                 354/65536        7080/1310720  ( 0.5%) 
vertexes               338/65536        4056/786432   ( 0.5%) 
nodes                  113/65536        3616/2097152  ( 0.2%) 
texinfos                65/12288        4680/884736   ( 0.5%) 
texdata                 15/2048          480/65536    ( 0.7%) 
dispinfos               27/0            4752/0        ( 0.0%) 
disp_verts            5931/0          118620/0        ( 0.0%) 
disp_tris            10368/0           20736/0        ( 0.0%) 
disp_lmsamples      168621/0          168621/0        ( 0.0%) 
faces                  199/65536       11144/3670016  ( 0.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               85/65536        4760/3670016  ( 0.1%) 
leaves                 115/65536        3680/2097152  ( 0.2%) 
leaffaces              191/65536         382/131072   ( 0.3%) 
leafbrushes            170/65536         340/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             1222/512000       4888/2048000  ( 0.2%) 
edges                  760/256000       3040/1024000  ( 0.3%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             11/32768         110/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           177/65536         354/131072   ( 0.3%) 
cubemapsamples           3/1024           48/16384    ( 0.3%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      527056/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         863/16777216 ( 0.0%) 
entdata               [variable]        2856/393216   ( 0.7%) 
LDR ambient table      115/65536         460/262144   ( 0.2%) 
HDR ambient table      115/65536         460/262144   ( 0.2%) 
LDR leaf ambient       648/65536       18144/1835008  ( 1.0%) 
HDR leaf ambient       115/65536        3220/1835008  ( 0.2%) 
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]           1/17824    ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/11528    ( 0.0%) 
pakfile               [variable]     1565066/0        ( 0.0%) 
physics               [variable]       11607/4194304  ( 0.3%) 
physics terrain       [variable]       18281/1048576  ( 1.7%) 

Level flags = 1

Total triangle count: 484
Writing c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.bsp
1 minute, 2 seconds elapsed
Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.bsp
Loaded alpha texture materials\models\props_forest\fern01.vtf
Loaded alpha texture materials\models\Cliffs\ferns01.vtf
Loaded alpha texture materials\models\props_foliage\branchesfarm01_mip0.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
unexpected strips found
Setting up ray-trace acceleration structure... Done (1.55 seconds)
199 faces
265909 square feet [38290988.00 square inches]
27 Displacements
57960 Square Feet [8346356.50 Square Inches]
199 patches before subdivision
8917 patches after subdivision
sun extent from map=0.003491
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (43)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 55852, max 204
transfer lists:   0.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(1026, 798, 438)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(64, 25, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(5, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0092 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (10)

Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 31/8192          372/98304    ( 0.4%) 
brushsides             216/65536        1728/524288   ( 0.3%) 
planes                 354/65536        7080/1310720  ( 0.5%) 
vertexes               338/65536        4056/786432   ( 0.5%) 
nodes                  113/65536        3616/2097152  ( 0.2%) 
texinfos                65/12288        4680/884736   ( 0.5%) 
texdata                 15/2048          480/65536    ( 0.7%) 
dispinfos               27/0            4752/0        ( 0.0%) 
disp_verts            5931/0          118620/0        ( 0.0%) 
disp_tris            10368/0           20736/0        ( 0.0%) 
disp_lmsamples      168621/0          168621/0        ( 0.0%) 
faces                  199/65536       11144/3670016  ( 0.3%) 
hdr faces              199/65536       11144/3670016  ( 0.3%) 
origfaces               85/65536        4760/3670016  ( 0.1%) 
leaves                 115/65536        3680/2097152  ( 0.2%) 
leaffaces              191/65536         382/131072   ( 0.3%) 
leafbrushes            170/65536         340/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             1222/512000       4888/2048000  ( 0.2%) 
edges                  760/256000       3040/1024000  ( 0.3%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          2/8192          176/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             11/32768         110/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           177/65536         354/131072   ( 0.3%) 
cubemapsamples           3/1024           48/16384    ( 0.3%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      527056/0        ( 0.0%) 
HDR lightdata         [variable]      527056/0        ( 0.0%) 
visdata               [variable]         863/16777216 ( 0.0%) 
entdata               [variable]        2856/393216   ( 0.7%) 
LDR ambient table      115/65536         460/262144   ( 0.2%) 
HDR ambient table      115/65536         460/262144   ( 0.2%) 
LDR leaf ambient       648/65536       18144/1835008  ( 1.0%) 
HDR leaf ambient       631/65536       17668/1835008  ( 1.0%) 
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]           1/17824    ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/11528    ( 0.0%) 
pakfile               [variable]     2706790/0        ( 0.0%) 
physics               [variable]       11607/4194304  ( 0.3%) 
physics terrain       [variable]       18281/1048576  ( 1.7%) 

Level flags = 3

Total triangle count: 484
Writing c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.bsp
1 minute, 1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\latex21\sourcesdk_content\maps\rp_koski.bsp" "c:\program files\steam\steamapps\latex21\half-life 2 episode two\ep2\maps\rp_koski.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\latex21\half-life 2 episode two\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\latex21\half-life 2 episode two\ep2" +map "rp_koski"



I don’t see nothing wrong in the configurations. Have you edited the tree’s materials?

They are darkened a bit.
But it shouldn’t effect when compiling without -textureshadows?

I don’t think so, but it wouldn’t hurt to try using the stock textures.

No effect :argh:

Re-installed sdk, no effect :argh:

[editline]12:28PM[/editline]

And the problem isn’t in map bacause Higdef managed to compile it with them.

Check a few other props to see if they work.

Nope, the problem isn’t in map.