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Shadows are showing up on the wall behind my props

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 Finish

Object 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"

Just disable shadows from the model.

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.

Setting StaticPropPolys worked. Looks great now. Thank you very much.

taco 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.

well if that answer reappears (from taco) then its likely the question or situation was already asked somewhere else

search.php

do NOT click this

Yeah, I've copy/pasted that three or four times now.