Another extrange "bug?"
When I am in hammer, all looks great, all entities, instances brush and lights are ok, but i go to the game and woa, one instance not appear and some walls are... black? ftw.
I think hints can be the problem but the black wall?
If someone can help me...
edit: http://puu.sh/2UTc
ingame: http://puu.sh/2UT8
log:
||Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing G:\Archivos de programa\Steam\SteamApps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.prt...Building visibility clusters...
done (0)
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) (93811 bytes)
Static prop models/props_lab/glass_lightcover.mdl outside the map (-320.00, 192.
00, 176.00)
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 281 texinfos to 69
Reduced 25 texdatas to 22 (788 bytes to 660)
Writing G:\Archivos de programa\Steam\SteamApps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
0 seconds elapsed
Running command: cd "G:\Archivos de programa\Steam\SteamApps\common\portal 2\bin
"
Running command: "G:\Archivos de programa\Steam\SteamApps\common\portal 2\bin\vv
is.exe" -game "G:\Archivos de programa\Steam\SteamApps\common\portal 2\portal2"
"G:\Archivos de programa\Steam\SteamApps\common\portal 2\sdk_content\maps\mp_coo
p_EXPERIMENT"
Valve Software - vvis.exe (May 3 2011)
4 threads
reading g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
reading g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.prt
229 portalclusters
598 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: 10 visible clusters (0.00%)
Total clusters visible: 19195
Average clusters visible: 83
Building PAS...
Average clusters audible: 115
visdatasize:15293 compressed from 14656
writing g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
0 seconds elapsed
Running command: cd "G:\Archivos de programa\Steam\SteamApps\common\portal 2\bin
"
Running command: "G:\Archivos de programa\Steam\SteamApps\common\portal 2\bin\vr
ad.exe" -both -game "G:\Archivos de programa\Steam\SteamApps\common\portal 2\por
tal2" "G:\Archivos de programa\Steam\SteamApps\common\portal 2\sdk_content\maps\
mp_coop_EXPERIMENT"
Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']
Loading g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
Setting up ray-trace acceleration structure... Done (0.06 seconds)
418 faces
26778 square feet [3856050.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
418 patches before subdivision
6150 patches after subdivision
38 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 853895, max 478
transfer lists: 6.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(25078, 15528, 7392)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(8774, 5572, 2595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3296, 2128, 975)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1268, 826, 374)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(498, 325, 145)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(197, 129, 57)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(79, 52, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(32, 21, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(13, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0012 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
24 of 24 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 262/8192 3144/98304 ( 3.2%)
brushsides 1856/65536 14848/524288 ( 2.8%)
planes 530/65536 10600/1310720 ( 0.8%)
vertexes 1205/65536 14460/786432 ( 1.8%)
nodes 651/65536 20832/2097152 ( 1.0%)
texinfos 69/12288 4968/884736 ( 0.6%)
texdata 22/2048 704/65536 ( 1.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 418/65536 23408/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 324/65536 18144/3670016 ( 0.5%)
facebrushes 66/0 132/0 ( 0.0%)
facebrushlists 418/0 1672/0 ( 0.0%)
leaves 667/65536 21344/2097152 ( 1.0%)
leaffaces 457/65536 914/131072 ( 0.7%)
leafbrushes 573/65536 1146/131072 ( 0.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 3098/512000 12392/2048000 ( 0.6%)
edges 1899/256000 7596/1024000 ( 0.7%)
LDR worldlights 38/8192 3800/819200 ( 0.5%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 19/32768 190/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 309/65536 618/131072 ( 0.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 313452/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 15293/16777216 ( 0.1%)
entdata [variable] 10994/393216 ( 2.8%)
LDR ambient table 667/65536 2668/262144 ( 1.0%)
HDR ambient table 667/65536 2668/262144 ( 1.0%)
LDR leaf ambient 2910/65536 81480/1835008 ( 4.4%)
HDR leaf ambient 667/65536 18676/1835008 ( 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] 1/12 ( 8.3%)
static props [variable] 1/1170 ( 0.1%)
pakfile [variable] 150225/0 ( 0.0%)
physics [variable] 93811/4194304 ( 2.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 966
Writing g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
3 seconds elapsed
Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']
Loading g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
Setting up ray-trace acceleration structure... Done (0.06 seconds)
418 faces
26778 square feet [3856050.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
418 patches before subdivision
6150 patches after subdivision
38 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 853895, max 478
transfer lists: 6.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(31665, 16058, 11996)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10564, 5743, 4207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3830, 2188, 1580)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1441, 848, 605)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(556, 334, 235)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(218, 133, 92)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(87, 53, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(35, 21, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(14, 9, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
24 of 24 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 262/8192 3144/98304 ( 3.2%)
brushsides 1856/65536 14848/524288 ( 2.8%)
planes 530/65536 10600/1310720 ( 0.8%)
vertexes 1205/65536 14460/786432 ( 1.8%)
nodes 651/65536 20832/2097152 ( 1.0%)
texinfos 69/12288 4968/884736 ( 0.6%)
texdata 22/2048 704/65536 ( 1.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 418/65536 23408/3670016 ( 0.6%)
hdr faces 418/65536 23408/3670016 ( 0.6%)
origfaces 324/65536 18144/3670016 ( 0.5%)
facebrushes 66/0 132/0 ( 0.0%)
facebrushlists 418/0 1672/0 ( 0.0%)
leaves 667/65536 21344/2097152 ( 1.0%)
leaffaces 457/65536 914/131072 ( 0.7%)
leafbrushes 573/65536 1146/131072 ( 0.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 3098/512000 12392/2048000 ( 0.6%)
edges 1899/256000 7596/1024000 ( 0.7%)
LDR worldlights 38/8192 3800/819200 ( 0.5%)
HDR worldlights 38/8192 3800/819200 ( 0.5%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 19/32768 190/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 309/65536 618/131072 ( 0.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 313452/0 ( 0.0%)
HDR lightdata [variable] 313452/0 ( 0.0%)
visdata [variable] 15293/16777216 ( 0.1%)
entdata [variable] 10994/393216 ( 2.8%)
LDR ambient table 667/65536 2668/262144 ( 1.0%)
HDR ambient table 667/65536 2668/262144 ( 1.0%)
LDR leaf ambient 2910/65536 81480/1835008 ( 4.4%)
HDR leaf ambient 2937/65536 82236/1835008 ( 4.5%)
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] 1/1170 ( 0.1%)
pakfile [variable] 150225/0 ( 0.0%)
physics [variable] 93811/4194304 ( 2.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 966
Writing g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
3 seconds elapsed
Running command: copy "G:\Archivos de programa\Steam\SteamApps\common\portal 2\s
dk_content\maps\mp_coop_EXPERIMENT.bsp" "G:\Archivos de programa\Valve\Portal 2\
portal2\maps\mp_coop_EXPERIMENT.bsp"
Finished. Press a key to close.||
...also, is that the whole map inside a giant box?
For the another I made it func_brush and disabled shadows... xD