black props after buildcubemap compile since SDK update
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Re: black props after buildcubemap compile since SDK update
Posted by Moike_the_Squid on Fri Oct 21st at 9:43pm 2005


I'm building an updated revision of 'dm_playground_final_rc2' called 'dm_playground_deluxe'. Mostly to simplify the name, and add a few tweaks to speed up the map.

So here's the problem...

Since the DOD:S SDK update a couple weeks back I'm seeing a big problem with my map during the buildcubemaps step. After the compile finishes I fire up HL2DM and run buildcubemaps, this runs perfectly fine with no errors, after it runs everything looks great just the way it should.

I then disconnect from the map, and reload the map with 'map (mapname)' via the console. When the map loads all the props have horribly hard pitch black shadows. I can pick up physics objects with black shadows, move them around, and watch the black shadow move around the object. It's like something is very broken with the lighting system for the entities.

I fired up an old known good beta .vmf of dm_plastic and compiled that. I saw the exact same problem. This told me that it wasn't anything I'd screwed up in the map. So I did the following to try and troubleshoot the issue.

I tried both compiled maps on my chick's system on her Steam account/HL2DM just to make sure it wasn't my video card crapping out. Same bug.

- Moved the .gcf files and downloaded fresh copies

- Wiped out and reinstalled my ATI drivers/ATI Traytools

- Refreshed the SDK content

None of this of course made any difference at all.

Here are some screens...

Three areas prior to running 'buildcubemaps'

http://moike.net/wtf-valve/play_pre_cube_1.jpg

http://moike.net/wtf-valve/play_pre_cube_2.jpg

http://moike.net/wtf-valve/play_pre_cube_3.jpg

Those same areas after running 'buildcubemaps' exiting the map and reloading the map.

http://moike.net/wtf-valve/play_post_cube_1.jpg

http://moike.net/wtf-valve/play_post_cube_2.jpg

http://moike.net/wtf-valve/play_post_cube_3.jpg

I've searched quite a few forums looking for any real mention of this, and so far the only real mention of it I've found is on chatbear

http://www.chatbear.com/board.plm?a=viewthread&t=933,1128328314,14504&b=4986&id=910376&v=flatold&s=0

? quote:
Since the update there has been a really bad bug occur, I am not alone in suffering from this error, I have 2 advanced mapper friends who have exactly the same bug, Maybe you have to and you haven't spotted it yet.

When u complile a new map, there is no shadow from Physic entities, then when you buildcubemaps any physic Entity that is not bathed in light becomes pitch black.

Anybody know -any- kind of workaround for this problem, or have any idea when Valve plans to get a fix out? I've got two maps I'm ready to compile, but I'm stopped dead in the water because of this bug.

Thanks,

-Mike-




-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com



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Re: black props after buildcubemap compile since SDK update
Posted by fishy on Fri Oct 21st at 10:03pm 2005


i've noticed some similar weirdness. i'd put it down to me using the fast compile, and hadn't worried too much about it.

i wonder if it's got something to do with needing new compile tools to make maps for the new engine update.




i eat paint



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Re: black props after buildcubemap compile since SDK update
Posted by Moike_the_Squid on Fri Oct 21st at 10:05pm 2005


I thought it might have been fast compile related as well... So I went ahead and ran a full compile. Problem was still there. So that rules out it being related to the Off / Fast / Normal switches.




-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com



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Re: black props after buildcubemap compile since SDK update
Posted by Captain P on Fri Oct 21st at 11:54pm 2005


I have this both before and after buildcubemaps. Actually, only since the last update... smiley






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Re: black props after buildcubemap compile since SDK update
Posted by Crono on Sat Oct 22nd at 2:45am 2005


Well ... I don't know if this will help anything, but try it on a few brushes.

In the cubemap properties, target a brush to act on. Then buildcubemaps in game and see if there's a difference or not.

It looks like something they funked up in an update recently.



Blame it on Microsoft, God does.



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Re: black props after buildcubemap compile since SDK update
Posted by fishy on Sat Oct 22nd at 12:37pm 2005


before buildcubemaps, the v_model (hands and gun) respond ok to the light, but brushes all reflect an open skymap.

and after buildcubemaps, the floor reflects as is intended, but the v_model is now completely black.




i eat paint



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Re: black props after buildcubemap compile since SDK update
Posted by omegaslayer on Sat Oct 22nd at 6:39pm 2005


The SDK is going through a lot of changes to integrate the so called HDR, who knows we may get prewiewable lighting in hammer (although I doubt it) and these black models are just a bi-product of thechanges. But this is just speculation and wishfull thinking. I havent encountered the problem yet, but maybe if we sit back valve will fix this problem like they do with many of them.






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Re: black props after buildcubemap compile since SDK update
Posted by wil5on on Sun Oct 23rd at 12:29am 2005


Theres no chance of previewable lighting, I can tell you that for sure. Not without a complete reworking of the editor, which wouldnt be worth it.

You might be onto something with the HDR tho... Try disabling HDR and see if that helps, or try running the map in a different mod.




"If you talk at all during this lesson, you have detention. Do you understand?"
- My yr11 Economics teacher



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Re: black props after buildcubemap compile since SDK update
Posted by (-[PREDATOR]-) on Mon Oct 24th at 1:39pm 2005


I've got the same problem in CS:S... The age of darkness has begun...




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Re: black props after buildcubemap compile since SDK update
Posted by cfreak on Sat Oct 29th at 6:21am 2005


You guys aren't using CST to compile by any chance? That's what caused the black props for me after the last update.




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Re: black props after buildcubemap compile since SDK update
Posted by Moike_the_Squid on Sat Oct 29th at 2:54pm 2005


Nah, I'm compiling straight out of bone-stock hammer. And I've flipped quite a few different bits here and there trying to get at least something different to happen with no luck. First thing I did after the Lost Coast/SDK update yesterday was run a Normal/Fast/Normal compile of the map.

Problem is still there.

-Mike-




-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com



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Re: black props after buildcubemap compile since SDK update
Posted by DrGlass on Sun Oct 30th at 12:20am 2005


Seems to me that possibly Lost coast may have upset other games shaders. Valve went through every single shader in the game and updated it to work with HDR.

But this would effect all textures, not just models. It looks a lot like the texture error you get when you compile a solid brush with a model/ texture.




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Re: black props after buildcubemap compile since SDK update
Posted by wil5on on Sun Oct 30th at 1:14am 2005


Models use different shaders than world textures (I think, this is why you cant use model textures on brushes), so it's possible.


"If you talk at all during this lesson, you have detention. Do you understand?"
- My yr11 Economics teacher



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Re: black props after buildcubemap compile since SDK update
Posted by DrGlass on Mon Oct 31st at 1:26am 2005


any one who is having this problem, try this: compile your map and make sure the new version is in your games/map folder. Play the map and see if the problem is still there, then re-load the map in game.

When I try that with my HL2 map it is fine the first load then after I load it again many of the props turn black.




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Re: black props after buildcubemap compile since SDK update
Posted by Moike_the_Squid on Mon Oct 31st at 5:00pm 2005


DrGlass:

That's how I have Hammer configured anyway. All my maps are built/grabbed from my regular hl2dm ~/maps folder. I noticed the exact same behavior you're talking about.

VERC/Chatbear has an update on this, the problem appears to be in the compiler and beyond our control at this point. Last post.

http://www.chatbear.com/board.plm?a=viewthread&b=4986&t=933,1128328314,14504&s=40&id=919348#42

-Mike-




-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com



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Re: black props after buildcubemap compile since SDK update
Posted by xarian on Wed Nov 2nd at 10:50am 2005


Yes I too have noticed this little problem appear over the last two weeks seems though (for me) its localised in one area of my map! and I thought that I had done somthing stupid with the lights.





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Re: black props after buildcubemap compile since SDK update
Posted by Atrocity on Tue Nov 15th at 7:05pm 2005


There will be previewable lighting I actually emailed Adrian Finol about it, and he confirmed it.



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Re: black props after buildcubemap compile since SDK update
Posted by Moike_the_Squid on Tue Nov 15th at 7:18pm 2005


Nice...

Any idea on a realistic timeframe on when we can see a bugfix/update for Hammer/SDK? I'd like to get back to some real mapping and testing.

Thanks for the blurb,

-Mike-




-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com



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Re: black props after buildcubemap compile since SDK update
Posted by Moike_the_Squid on Mon Nov 21st at 6:38pm 2005


I found a temporary workaround...

http://www.sp-mods.com/cubemap_fix/fix.html

This won't fix your compile, but it will make the map look 'right' from the clients point of view till Valve fixes SDK.

And before anybody asks. I tried building cubemaps with "+r_radiosity 2" in the command line... Made no difference.

-Mike-




-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com



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Re: black props after buildcubemap compile since SDK update
Posted by Finger on Thu Nov 24th at 11:54pm 2005


Has anybody tested this since the new SDK update..... have they fixed this problem?




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