light_env not casting light, no errors

light_env not casting light, no errors

Re: light_env not casting light, no errors Posted by ishbog on Wed May 25th 2005 at 9:39pm
ishbog
86 posts
Posted 2005-05-25 9:39pm
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

the situation:

My map's environmental light(s)(one in 3d skybox, one in level) have stopped casting light on world brushes! the models receive light, including weapon models, but the world brushes are not lit. and the ambient light doesnt work, either.

only error i found in compile log is the zero area child patch.

a screenshot: User posted image

the compile log:
materialPath: c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 370 detail faces... done (0)
Merging details... done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_05...
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 (1) (625736 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (880030 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.
Writing C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
23 seconds elapsed

1 threads
reading c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
reading c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.prt
1031 portalclusters
2776 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 364 visible clusters (0.00%)
Total clusters visible: 139221
Average clusters visible: 135
Building PAS...
Average clusters audible: 378
visdatasize:158502 compressed from 280432
writing c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
23 minutes, 45 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
5770 faces
5 degenerate faces
605715 square feet [87223088.00 square inches]
7 displacements
8984 square feet [1293729.50 square inches]
5765 patches before subdivision
zero area child patch
zero area child patch
31457 patches after subdivision
77 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 transfers 1112704, max 253
transfer lists: 8.5 megs
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #1 added RGB(75307, 77923, 55469)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #2 added RGB(22603, 22225, 11211)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #3 added RGB(8232, 7970, 2984)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #4 added RGB(3343, 3244, 962)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #5 added RGB(1427, 1403, 348)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #6 added RGB(627, 627, 135)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #7 added RGB(279, 285, 54)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #8 added RGB(125, 130, 22)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #9 added RGB(56, 60, 9)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #10 added RGB(25, 28, 4)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #11 added RGB(12, 13, 2)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #12 added RGB(5, 6, 1)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #13 added RGB(2, 3, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #14 added RGB(1, 1, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #15 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s)..... Done<0.1316 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
0 of 0 (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 38/1024 1824/49152 ( 3.7%)
brushes 1332/8192 15984/98304 (16.3%)
brushsides 9422/65536 75376/524288 (14.4%)
planes 6076/65536 121520/1310720 ( 9.3%)
vertexes 12894/65536 154728/786432 (19.7%)
nodes 2439/65536 78048/2097152 ( 3.7%)
texinfos 2464/12288 177408/884736 (20.1%)
texdata 246/2048 7872/65536 (12.0%)
dispinfos 7/0 1232/0 ( 0.0%)
disp_verts 983/0 19660/0 ( 0.0%)
disp_tris 1664/0 3328/0 ( 0.0%)
disp_lmsamples 89857/0 89857/0 ( 0.0%)
faces 5770/65536 323120/3670016 ( 8.8%)
origfaces 3201/65536 179256/3670016 ( 4.9%)
leaves 2478/65536 138768/3670016 ( 3.8%)
leaffaces 9364/65536 18728/131072 (14.3%)
leafbrushes 4457/65536 8914/131072 ( 6.8%)
surfedges 41540/512000 166160/2048000 ( 8.1%)
edges 26503/256000 106012/1024000 (10.4%)
worldlights 76/8192 6688/720896 ( 0.9%)
waterstrips 868/32768 8680/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14589/65536 29178/131072 (22.3%)
cubemapsamples 82/1024 1312/16384 ( 8.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 6186408/0 ( 0.0%)
visdata [variable] 158502/16777216 ( 0.9%)
entdata [variable] 144810/393216 (36.8%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 1/0 12/0 ( 0.0%)
occluder vert ind 4/0 16/0 ( 0.0%)
detail props [variable] 1/12976 ( 0.0%)
dtl prp lght [variable] 1/9 (11.1%)
static props [variable] 1/22480 ( 0.0%)
pakfile [variable] 726021/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 625736/4194304 (14.9%)
==== Total Win32 BSP file data space used: 9575201 bytes ====

Linux Specific Data:
physicssurface [variable] 880030/6291456 (14.0%)
==== Total Linux BSP file data space used: 9829495 bytes ====

Total triangle count: 17119
Writing c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
6 minutes, 57 seconds elapsed
what could be wrong?!?!?!? there is no pointfile, so its not a leak... please help me!
www.nysteo.com

If animals weren't meant to be eaten, then they wouldn't be so delicious and easy to catch!

Face it: if crime didn't pay, there would be very few criminals.
Re: light_env not casting light, no errors Posted by Leperous on Wed May 25th 2005 at 9:55pm
Leperous
3382 posts
Posted 2005-05-25 9:55pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Have you got a 3D skybox?
Re: light_env not casting light, no errors Posted by DrGlass on Thu May 26th 2005 at 12:17am
DrGlass
1825 posts
Posted 2005-05-26 12:17am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
5 degenerate faces

605715 square feet [87223088.00 square inches]

7 displacements

8984 square feet [1293729.50 square inches]

5765 patches before subdivision

zero area child patch<br style="color: red; font-weight: bold;">
zero area child patch

31457 patches after subdivision

77 direct lights

0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . .
9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 .
. . 8 . . . 9 . . . 10 transfers 1112704, max 253

transfer lists: 8.5 megs

I think that is the problem. Somewhere there is a brush that is messed up.

ish and I talked on MSN and he found no errors, no leaks, no nothing.

I have no clue as to how to fix it :razz:

Try and cordon off a part of your map and see if you still get the problem (dont forget to move you light_env inside the cordon)
Re: light_env not casting light, no errors Posted by ishbog on Thu May 26th 2005 at 5:16am
ishbog
86 posts
Posted 2005-05-26 5:16am
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
yes, i have a 3d skybox.
www.nysteo.com

If animals weren't meant to be eaten, then they wouldn't be so delicious and easy to catch!

Face it: if crime didn't pay, there would be very few criminals.
Re: light_env not casting light, no errors Posted by omegaslayer on Thu May 26th 2005 at 10:17pm
omegaslayer
2481 posts
Posted 2005-05-26 10:17pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Arent you missing the process: "build face lights
1...2...3...4...5...6...7...8...9...10"? Are you running RAD on fast?
cause that looks like it to me :sad:
Posting And You
Re: light_env not casting light, no errors Posted by ishbog on Fri May 27th 2005 at 4:41am
ishbog
86 posts
Posted 2005-05-27 4:41am
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
strange, it must not have logged that. i watched the process an it did do it, dont know why its not logged. everything on normal.
www.nysteo.com

If animals weren't meant to be eaten, then they wouldn't be so delicious and easy to catch!

Face it: if crime didn't pay, there would be very few criminals.
Re: light_env not casting light, no errors Posted by omegaslayer on Fri May 27th 2005 at 7:25am
omegaslayer
2481 posts
Posted 2005-05-27 7:25am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Check for brushes above (light bloacking brushes, sky brushes etc), lep
recenlty had something simmilar occur (it was a loan sky brush or
something)
Posting And You
Re: light_env not casting light, no errors Posted by Trapt on Fri May 27th 2005 at 9:32am
Trapt
99 posts
Posted 2005-05-27 9:32am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
Interlopers Compile Errors said:
A solid in your level has a face with no area. my guess is that VRAD is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush? try the old visgroup/cordon method if your stuck and hammers problemchecker doesn't help. Or, what snarkpit suggested, find the offending face with a text-editor...
Try it. :smile:
I seem to have done toilet on your floor
Re: light_env not casting light, no errors Posted by Leperous on Fri May 27th 2005 at 10:58am
Leperous
3382 posts
Posted 2005-05-27 10:58am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
It would help if you posted a log without the important bits cut out- can you please copy and paste from the compile window itself, rather than from the .log?

Anyway, I had a similar problem the other week: a large chunk of my map wasn't being lit with a light_environment, although "normal" lights and entities were fine. It turned out that a big piece of SKYBOX brush inside my 3d skybox was 'overlapping' that part of my level, so my advice to you would be to consider that (try a cordon compile of your level, without the skybox included).
Re: light_env not casting light, no errors Posted by ishbog on Tue May 31st 2005 at 11:43pm
ishbog
86 posts
Posted 2005-05-31 11:43pm
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
the cordon compiles w/out skybox work fine. when the skybox is included, the lighting gets entirely messed up. it goes all over the place, reflects weird, etc. but the props still light properly.

heres the compile log of a large room relying on environment light, and the 3d skybox. this compile has the problems mentioned above.

** Executing...
** Command: "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 62 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_05...
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) (170599 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (346415 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.
Writing C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
11 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 12

** Executing...
** Command: "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
reading c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.prt
258 portalclusters
704 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 54 visible clusters (0.00%)
Total clusters visible: 40746
Average clusters visible: 157
Building PAS...
Average clusters audible: 233
visdatasize:18408 compressed from 20640
writing c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
9 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
1147 faces
1 degenerate faces
487673 square feet [70225008.00 square inches]
3 displacements
3401 square feet [489790.41 square inches]
1146 patches before subdivision
8634 patches after subdivision
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (186)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (32)
transfers 320282, max 213
transfer lists: 2.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(11388, 9956, 4338)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2372, 2077, 780)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(778, 708, 213)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(307, 291, 76)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(132, 129, 30)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(59, 59, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(26, 27, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(12, 12, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0333 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (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 24/1024 1152/49152 ( 2.3%)
brushes 257/8192 3084/98304 ( 3.1%)
brushsides 1833/65536 14664/524288 ( 2.8%)
planes 1826/65536 36520/1310720 ( 2.8%)
vertexes 2454/65536 29448/786432 ( 3.7%)
nodes 675/65536 21600/2097152 ( 1.0%)
texinfos 628/12288 45216/884736 ( 5.1%)
texdata 94/2048 3008/65536 ( 4.6%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 659/0 13180/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 39194/0 39194/0 ( 0.0%)
faces 1147/65536 64232/3670016 ( 1.8%)
origfaces 583/65536 32648/3670016 ( 0.9%)
leaves 700/65536 39200/3670016 ( 1.1%)
leaffaces 1855/65536 3710/131072 ( 2.8%)
leafbrushes 1211/65536 2422/131072 ( 1.8%)
surfedges 7786/512000 31144/2048000 ( 1.5%)
edges 4645/256000 18580/1024000 ( 1.8%)
worldlights 7/8192 616/720896 ( 0.1%)
waterstrips 124/32768 1240/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2073/65536 4146/131072 ( 3.2%)
cubemapsamples 24/1024 384/16384 ( 2.3%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1360572/0 ( 0.0%)
visdata [variable] 18408/16777216 ( 0.1%)
entdata [variable] 37753/393216 ( 9.6%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 1/0 12/0 ( 0.0%)
occluder vert ind 4/0 16/0 ( 0.0%)
detail props [variable] 1/4240 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/9306 ( 0.0%)
pakfile [variable] 198636/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 170599/4194304 ( 4.1%)

Total Win32 BSP file data space used: 2194259 bytes

Linux Specific Data:
physicssurface [variable] 346415/6291456 ( 5.5%)

Total Linux BSP file data space used: 2370075 bytes

Total triangle count: 3169
Writing c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
3 minutes, 43 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp" "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp\maps\dm_veikko.bsp"
www.nysteo.com

If animals weren't meant to be eaten, then they wouldn't be so delicious and easy to catch!

Face it: if crime didn't pay, there would be very few criminals.
Re: light_env not casting light, no errors Posted by DrGlass on Wed Jun 1st 2005 at 2:57am
DrGlass
1825 posts
Posted 2005-06-01 2:57am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Disable shadows on all props in your 3d sky box.
Re: light_env not casting light, no errors Posted by ishbog on Wed Jun 1st 2005 at 9:29pm
ishbog
86 posts
Posted 2005-06-01 9:29pm
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
cant get to hammer at this moment, but ill try that. thats just in the properties, right? ive never actually had to use it, but i know its there... The only model in the 3d skybox is the citadel. i guess that could = big ass shadow, but when the pitch on the light_environment is -90 or -89? tsk, ill try it when i get a chance.
www.nysteo.com

If animals weren't meant to be eaten, then they wouldn't be so delicious and easy to catch!

Face it: if crime didn't pay, there would be very few criminals.
Re: light_env not casting light, no errors Posted by ishbog on Sat Jun 4th 2005 at 5:05am
ishbog
86 posts
Posted 2005-06-04 5:05am
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
i quote aaron barber, a dude i know at Valve:

<DIV dir=ltr align=left>Sounds like you need to either move your sky_camera, or adjust your geometry in your skybox. What is probably happening is that you have areas in your map that go below points in your 3d skybox, so your skybox is actually casting shadows in your map. </DIV>
<DIV dir=ltr align=left> </DIV>
<DIV dir=ltr align=left>For a quick fix, try moving the sky_camera way up in the skybox and see if the lighting problem goes away. If that fixes the problem,then you can move it back, but you will need to adjust the bottom of your skybox so it doesn't cast a shadow. You can do this by simply moving the floor down of your entire skybox, or cut out the appropriate areas of your skybox that intersect your world and lower them, in 1:16 scale. One thing to think about when you look at the grid is that a 64 unit square in your skybox is equivalent to a 1024 square in your map. It is possible to line everything up in the skybox with the world but takes a little planning and needs to be thought out. </DIV>
<DIV dir=ltr align=left> </DIV>
<DIV dir=ltr align=left>Hopefully that all makes sense. Good luck. </DIV>
<DIV dir=ltr align=left> </DIV>
<DIV dir=ltr align=left> </DIV>
<DIV dir=ltr align=left>This all worked. this makes me very happy, too! also, disabling the shadows on citadel helped. </DIV>
www.nysteo.com

If animals weren't meant to be eaten, then they wouldn't be so delicious and easy to catch!

Face it: if crime didn't pay, there would be very few criminals.
Re: light_env not casting light, no errors Posted by omegaslayer on Sat Jun 4th 2005 at 5:14am
omegaslayer
2481 posts
Posted 2005-06-04 5:14am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
How did you get in contact with him? email? Im not asking you to post it here or anything, im just curous.
Posting And You
Re: light_env not casting light, no errors Posted by DrGlass on Sat Jun 4th 2005 at 9:29am
DrGlass
1825 posts
Posted 2005-06-04 9:29am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
we sooo told you that!