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:
** Executing...
** Command: "c:\program files\steam\steamapps\yerocrg\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\Delta Facility" "c:\program files\steam\steamapps\sourcemods\delta facility\maps\level_1_107"
Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:\program files\steam\steamapps\SourceMods\Delta Facility\materials
Loading c:\program files\steam\steamapps\sourcemods\delta facility\maps\level_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 files\steam\steamapps\sourcemods\delta facility\maps\level_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 files\steam\steamapps\sourcemods\delta facility\maps\level_1_107.bsp
17 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\yerocrg\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\Delta Facility" "c:\program files\steam\steamapps\sourcemods\delta facility\maps\level_1_107"
Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:\program files\steam\steamapps\sourcemods\delta facility\maps\level_1_107.bsp
reading c:\program files\steam\steamapps\sourcemods\delta facility\maps\level_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 files\steam\steamapps\sourcemods\delta facility\maps\level_1_107.bsp
1 second elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\yerocrg\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\Delta Facility" "c:\program files\steam\steamapps\sourcemods\delta facility\maps\level_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 files\steam\steamapps\sourcemods\delta facility\maps\level_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 files\steam\steamapps\sourcemods\delta facility\maps\level_1_107.bsp
32 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\sourcemods\delta facility\maps\level_1_107.bsp" "c:\program files\steam\steamapps\SourceMods\Delta Facility\maps\level_1_107.bsp"
