Shadows are showing up on the wall behind my props
Quote from Yerocrg on July 30, 2008, 6:19 pmLike the title says, when I run my levels, a big ugly shadow appears on the wall behind my props. I suspected a leak, and found and fixed two, with no changes in the appearance of these shadows. Thanks for your help. My compile message:
- Code: Select all
** Executing...
** Command: "c:program filessteamsteamappsyerocrgsourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsDelta Facility" "c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107"Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:program filessteamsteamappsSourceModsDelta Facilitymaterials
Loading c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.vmf
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
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 64 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.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) (176655 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1161 texinfos to 528
Reduced 133 texdatas to 97 (6066 bytes to 4589)
Writing c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp
17 seconds elapsed** Executing...
** Command: "c:program filessteamsteamappsyerocrgsourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsDelta Facility" "c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107"Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp
reading c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.prt
217 portalclusters
616 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: 39 visible clusters (0.00%)
Total clusters visible: 19920
Average clusters visible: 91
Building PAS...
Average clusters audible: 159
visdatasize:11869 compressed from 13888
writing c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp
1 second elapsed** Executing...
** Command: "c:program filessteamsteamappsyerocrgsourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsDelta Facility" "c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107"Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp
Setting up ray-trace acceleration structure... Done (0.63 seconds)
1366 faces
51568 square feet [7425879.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1366 patches before subdivision
12012 patches after subdivision
282 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 967705, max 344
transfer lists: 7.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(162535, 151895, 154128)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(37973, 37600, 38179)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(9506, 9886, 9946)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(2488, 2712, 2686)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(680, 772, 748)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(193, 227, 214)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(57, 68, 62)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(17, 21, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5, 7, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0065 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
208 of 264 (78% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/1024 1536/49152 ( 3.1%)
brushes 453/8192 5436/98304 ( 5.5%)
brushsides 3338/65536 26704/524288 ( 5.1%)
planes 1808/65536 36160/1310720 ( 2.8%)
vertexes 2688/65536 32256/786432 ( 4.1%)
nodes 721/65536 23072/2097152 ( 1.1%)
texinfos 528/12288 38016/884736 ( 4.3%)
texdata 97/2048 3104/65536 ( 4.7%)
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 1366/65536 76496/3670016 ( 2.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1106/65536 61936/3670016 ( 1.7%)
leaves 754/65536 24128/2097152 ( 1.2%)
leaffaces 1729/65536 3458/131072 ( 2.6%)
leafbrushes 921/65536 1842/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11581/512000 46324/2048000 ( 2.3%)
edges 7749/256000 30996/1024000 ( 3.0%)
LDR worldlights 282/8192 24816/720896 ( 3.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 189/32768 1890/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3660/65536 7320/131072 ( 5.6%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 16/512 5632/180224 ( 3.1%)
LDR lightdata [variable] 776728/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 11869/16777216 ( 0.1%)
entdata [variable] 51061/393216 (13.0%)
LDR ambient table 754/65536 3016/262144 ( 1.2%)
HDR ambient table 754/65536 3016/262144 ( 1.2%)
LDR leaf ambient 2431/65536 68068/1835008 ( 3.7%)
HDR leaf ambient 754/65536 21112/1835008 ( 1.2%)
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] 1/12 ( 8.3%)
static props [variable] 1/5566 ( 0.0%)
pakfile [variable] 809260/0 ( 0.0%)
physics [variable] 176655/4194304 ( 4.2%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 4397
Writing c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp
32 seconds elapsed** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp" "c:program filessteamsteamappsSourceModsDelta Facilitymapslevel_1_107.bsp"
Like the title says, when I run my levels, a big ugly shadow appears on the wall behind my props. I suspected a leak, and found and fixed two, with no changes in the appearance of these shadows. Thanks for your help. My compile message:
- Code: Select all
** Executing...
** Command: "c:program filessteamsteamappsyerocrgsourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsDelta Facility" "c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107"Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:program filessteamsteamappsSourceModsDelta Facilitymaterials
Loading c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.vmf
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
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 64 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.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) (176655 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1161 texinfos to 528
Reduced 133 texdatas to 97 (6066 bytes to 4589)
Writing c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp
17 seconds elapsed** Executing...
** Command: "c:program filessteamsteamappsyerocrgsourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsDelta Facility" "c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107"Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp
reading c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.prt
217 portalclusters
616 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: 39 visible clusters (0.00%)
Total clusters visible: 19920
Average clusters visible: 91
Building PAS...
Average clusters audible: 159
visdatasize:11869 compressed from 13888
writing c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp
1 second elapsed** Executing...
** Command: "c:program filessteamsteamappsyerocrgsourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsDelta Facility" "c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107"Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp
Setting up ray-trace acceleration structure... Done (0.63 seconds)
1366 faces
51568 square feet [7425879.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1366 patches before subdivision
12012 patches after subdivision
282 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 967705, max 344
transfer lists: 7.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(162535, 151895, 154128)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(37973, 37600, 38179)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(9506, 9886, 9946)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(2488, 2712, 2686)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(680, 772, 748)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(193, 227, 214)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(57, 68, 62)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(17, 21, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5, 7, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0065 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
208 of 264 (78% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/1024 1536/49152 ( 3.1%)
brushes 453/8192 5436/98304 ( 5.5%)
brushsides 3338/65536 26704/524288 ( 5.1%)
planes 1808/65536 36160/1310720 ( 2.8%)
vertexes 2688/65536 32256/786432 ( 4.1%)
nodes 721/65536 23072/2097152 ( 1.1%)
texinfos 528/12288 38016/884736 ( 4.3%)
texdata 97/2048 3104/65536 ( 4.7%)
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 1366/65536 76496/3670016 ( 2.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1106/65536 61936/3670016 ( 1.7%)
leaves 754/65536 24128/2097152 ( 1.2%)
leaffaces 1729/65536 3458/131072 ( 2.6%)
leafbrushes 921/65536 1842/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11581/512000 46324/2048000 ( 2.3%)
edges 7749/256000 30996/1024000 ( 3.0%)
LDR worldlights 282/8192 24816/720896 ( 3.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 189/32768 1890/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3660/65536 7320/131072 ( 5.6%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 16/512 5632/180224 ( 3.1%)
LDR lightdata [variable] 776728/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 11869/16777216 ( 0.1%)
entdata [variable] 51061/393216 (13.0%)
LDR ambient table 754/65536 3016/262144 ( 1.2%)
HDR ambient table 754/65536 3016/262144 ( 1.2%)
LDR leaf ambient 2431/65536 68068/1835008 ( 3.7%)
HDR leaf ambient 754/65536 21112/1835008 ( 1.2%)
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] 1/12 ( 8.3%)
static props [variable] 1/5566 ( 0.0%)
pakfile [variable] 809260/0 ( 0.0%)
physics [variable] 176655/4194304 ( 4.2%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 4397
Writing c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp
32 seconds elapsed** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappssourcemodsdelta facilitymapslevel_1_107.bsp" "c:program filessteamsteamappsSourceModsDelta Facilitymapslevel_1_107.bsp"
Quote from taco on July 30, 2008, 9:44 pmWhen you are doing your final compile in expert mode (HDR Full compile -final (slow!)) add -StaticPropPolys to the $light_exe command parameters.
It will cause shadow tests to be performed at polygon precision rather than using the default collision models.
When you are doing your final compile in expert mode (HDR Full compile -final (slow!)) add -StaticPropPolys to the $light_exe command parameters.
It will cause shadow tests to be performed at polygon precision rather than using the default collision models.
Quote from dvlstx on August 1, 2008, 11:26 amtaco wrote:When you are doing your final compile in expert mode (HDR Full compile -final (slow!)) add -StaticPropPolys to the $light_exe command parameters.It will cause shadow tests to be performed at polygon precision rather than using the default collision models.
This seems to be one of Tacos prefab'd answers, as it seems to appear repeatedly across the mapping forum.
It will cause shadow tests to be performed at polygon precision rather than using the default collision models.
This seems to be one of Tacos prefab'd answers, as it seems to appear repeatedly across the mapping forum.
Quote from rellikpd on August 1, 2008, 12:40 pmwell if that answer reappears (from taco) then its likely the question or situation was already asked somewhere else
well if that answer reappears (from taco) then its likely the question or situation was already asked somewhere else