Re: Black solid entities
Posted by Victor-933 on
Wed Mar 29th 2006 at 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 Victor-933 on
Wed Mar 29th 2006 at 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 Victor-933 on
Wed Mar 29th 2006 at 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
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).