Black solid entities
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Re: Black solid entities
Posted by Victor-933 on Wed Mar 29th at 1:10am 2006


I've created several func_physbox entities and they look just fine in Hammer, but when I run them in-game they're pitch-black. I'm only using texture lighting in the map if that means anything. The flashlight illuminates the textures, and setting _minlight >0 doesn't help at all.

Any suggestions?



I'm allergic to tequila, it makes me break out in felonies.



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Re: Black solid entities
Posted by ReNo on Wed Mar 29th at 1:25am 2006


What textures are you using on the physboxes? Make sure they don't have "model" or "prop" in the name - those textures aren't meant to be used on brushes and doing so often results in black solids or other wierd visual glitches.





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Re: Black solid entities
Posted by Victor-933 on Wed Mar 29th at 5:05am 2006


It's not the textures..

I was using metal/metalwall052a. I switched to metal/citadel_metalwall074a and the problem was still there.



I'm allergic to tequila, it makes me break out in felonies.



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Re: Black solid entities
Posted by omegaslayer on Wed Mar 29th at 5:28am 2006


When in doubt post your compile log.






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Re: Black solid entities
Posted by Dark_Kilauea on Wed Mar 29th at 7:27am 2006


Try placing env_cubemaps around the physboxes.

Then run buildcubemaps



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



Quote
Re: Black solid entities
Posted by Victor-933 on Wed Mar 29th at 1:39pm 2006



** Executing...
** Command: "c:program filesvalvesteamsteamappsvictor_933sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsvictor_933half-life 2 deathmatchhl2mp" "C:Program Fileshl2mapsbmrfsublevelshl2"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsvictor_933half-life 2 deathmatchhl2mpmaterials
Loading C:Program Fileshl2mapsbmrfsublevelshl2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program Fileshl2mapsbmrfsublevelshl2.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
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 (3) (780525 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (2) (780525 bytes)
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 494 texinfos to 329
Reduced 40 texdatas to 34 (1054 bytes to 779)
Writing C:Program Fileshl2mapsbmrfsublevelshl2.bsp
17 seconds elapsed
Memory leak: mempool blocks left in memory: 5

** Executing...
** Command: "c:program filesvalvesteamsteamappsvictor_933sourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsvictor_933half-life 2 deathmatchhl2mp" "C:Program Fileshl2mapsbmrfsublevelshl2"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:program fileshl2mapsbmrfsublevelshl2.bsp
reading c:program fileshl2mapsbmrfsublevelshl2.prt
734 portalclusters
1982 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (15)
WARNING: Cluster portals saw into cluster
Optimized: 573 visible clusters (0.00%)
Total clusters visible: 67306
Average clusters visible: 91
Building PAS...
Average clusters audible: 393
visdatasize:92735 compressed from 140928
writing c:program fileshl2mapsbmrfsublevelshl2.bsp
18 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsvictor_933sourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsvictor_933half-life 2 deathmatchhl2mp" "C:Program Fileshl2mapsbmrfsublevelshl2"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program fileshl2mapsbmrfsublevelshl2.bsp
3969 faces
1 degenerate faces
86625 square feet [12474017.00 square inches]
0 displacements
0 square feet [0.00 square inches]
3968 patches before subdivision
16190 patches after subdivision
108 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (33)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 1758050, max 613
transfer lists: 13.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(30275, 38393, 27494)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1929, 2063, 1057)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(123, 109, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9, 6, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0209 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 105 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 78/1024 3744/49152 ( 7.6%)
brushes 2228/8192 26736/98304 (27.2%)
brushsides 18212/65536 145696/524288 (27.8%)
planes 3848/65536 76960/1310720 ( 5.9%)
vertexes 7614/65536 91368/786432 (11.6%)
nodes 2946/65536 94272/2097152 ( 4.5%)
texinfos 329/12288 23688/884736 ( 2.7%)
texdata 34/2048 1088/65536 ( 1.7%)
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 3969/65536 222264/3670016 ( 6.1%)
origfaces 2931/65536 164136/3670016 ( 4.5%)
leaves 3025/65536 96800/2097152 ( 4.6%)
leaffaces 4367/65536 8734/131072 ( 6.7%)
leafbrushes 5052/65536 10104/131072 ( 7.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 29648/512000 118592/2048000 ( 5.8%)
edges 17305/256000 69220/1024000 ( 6.8%)
LDR worldlights 108/8192 9504/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 148/32768 1480/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2541/65536 5082/131072 ( 3.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 779472/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 92735/16777216 ( 0.6%)
entdata [variable] 32752/393216 ( 8.3%)
LDR leaf ambient 3025/65536 72600/1572864 ( 4.6%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 15748/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 780525/4194304 (18.6%)
==== Total Win32 BSP file data space used: 2943318 bytes ====

Linux Specific Data:
physicssurface [variable] 780525/6291456 (12.4%)
==== Total Linux BSP file data space used: 2943318 bytes ====

Total triangle count: 10066
Writing c:program fileshl2mapsbmrfsublevelshl2.bsp
1 minute, 9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program Fileshl2mapsbmrfsublevelshl2.bsp" "c:program filesvalvesteamsteamappsvictor_933half-life 2 deathmatchhl2mpmapsbmrfsublevelshl2.bsp"


And DK, I'll try that later today. Thanks.



I'm allergic to tequila, it makes me break out in felonies.



Quote
Re: Black solid entities
Posted by reaper47 on Wed Mar 29th at 8:12pm 2006


The compile log looks flawless. Only basic errors that show up on most maps and (normally?) don't cause problems like this. A screenshot would probably be even more helpful. Maybe it's just where you put the entities (lighting and shadows are still fixed and pre-rendered and not dynamic for func_ entites in HL2, so maybe RAD has some problems lighting the brush).




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