Black solid entities

Black solid entities

Re: Black solid entities Posted by Victor-933 on Wed Mar 29th 2006 at 1:10am
Victor-933
128 posts
Posted 2006-03-29 1:10am
128 posts 473 snarkmarks Registered: Feb 19th 2006 Occupation: Space Trucker Location: Space Dallas
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.
Re: Black solid entities Posted by ReNo on Wed Mar 29th 2006 at 1:25am
ReNo
5457 posts
Posted 2006-03-29 1:25am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Black solid entities Posted by Victor-933 on Wed Mar 29th 2006 at 5:05am
Victor-933
128 posts
Posted 2006-03-29 5:05am
128 posts 473 snarkmarks Registered: Feb 19th 2006 Occupation: Space Trucker Location: Space Dallas
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.
Re: Black solid entities Posted by omegaslayer on Wed Mar 29th 2006 at 5:28am
omegaslayer
2481 posts
Posted 2006-03-29 5:28am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
When in doubt post your compile log.
Posting And You
Re: Black solid entities Posted by Dark_Kilauea on Wed Mar 29th 2006 at 7:27am
Dark_Kilauea
629 posts
Posted 2006-03-29 7:27am
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Try placing env_cubemaps around the physboxes.

Then run buildcubemaps
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Black solid entities Posted by Victor-933 on Wed Mar 29th 2006 at 1:39pm
Victor-933
128 posts
Posted 2006-03-29 1:39pm
128 posts 473 snarkmarks Registered: Feb 19th 2006 Occupation: Space Trucker Location: Space Dallas
** Executing...

** Command: "c:\program files\valve\steam\steamapps\victor_933\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\victor_933\half-life 2 deathmatch\hl2mp"
"C:\Program Files\hl2maps\bmrfsublevelshl2"

Valve Software - vbsp.exe (Jan 2 2006)

1 threads

materialPath: c:\program files\valve\steam\steamapps\victor_933\half-life 2 deathmatch\hl2mp\materials

Loading C:\Program Files\hl2maps\bmrfsublevelshl2.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 Files\hl2maps\bmrfsublevelshl2.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 Files\hl2maps\bmrfsublevelshl2.bsp

17 seconds elapsed

Memory leak: mempool blocks left in memory: 5

** Executing...

** Command: "c:\program files\valve\steam\steamapps\victor_933\sourcesdk\bin\vvis.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\victor_933\half-life 2 deathmatch\hl2mp"
"C:\Program Files\hl2maps\bmrfsublevelshl2"

Valve Software - vvis.exe (Jan 2 2006)

1 threads

reading c:\program files\hl2maps\bmrfsublevelshl2.bsp

reading c:\program files\hl2maps\bmrfsublevelshl2.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 files\hl2maps\bmrfsublevelshl2.bsp

18 seconds elapsed

** Executing...

** Command: "c:\program files\valve\steam\steamapps\victor_933\sourcesdk\bin\vrad.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\victor_933\half-life 2 deathmatch\hl2mp"
"C:\Program Files\hl2maps\bmrfsublevelshl2"

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 files\hl2maps\bmrfsublevelshl2.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 files\hl2maps\bmrfsublevelshl2.bsp

1 minute, 9 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "C:\Program Files\hl2maps\bmrfsublevelshl2.bsp"
"c:\program files\valve\steam\steamapps\victor_933\half-life 2
deathmatch\hl2mp\maps\bmrfsublevelshl2.bsp"

And DK, I'll try that later today. Thanks.
I'm allergic to tequila, it makes me break out in felonies.
Re: Black solid entities Posted by reaper47 on Wed Mar 29th 2006 at 8:12pm
reaper47
2827 posts
Posted 2006-03-29 8:12pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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).