Can you examine my weird shadows?

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
I have shadows that appear out of nowhere that seem to have no connection with any props. Sometimes I think it's my hint brushes that are casting them. I just can't figure out where they come from.

I have look all around these shadows for props. Anytime I found a big prop nearby I disabled its shadows, but it doesn't seem to make a difference.

pl_industry_a10002.jpg


pl_industry_a10001.jpg


pl_industry_a10003.jpg


pl_industry_a10004.jpg


pl_industry_a40005.jpg


pl_industry_a10006.jpg


pl_industry_a10007.jpg


pl_industry_a10008.jpg


pl_industry_a10009.jpg


pl_industry_a10010.jpg


pl_industry_a10011.jpg


pl_industry_a10012.jpg


pl_industry_a10013.jpg


Thanks a bunch.
 
Last edited:

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
You must have a leak. Post your compile log.
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf\materials
Loading C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.vmf
Patching WVT material: maps/pl_industry_a5/nature/blendgroundtogravel005_wvt_patch
Patching WVT material: maps/pl_industry_a5/nature/blendgroundtograss006_wvt_patch
Patching WVT material: maps/pl_industry_a5/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/pl_industry_a5/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pl_industry_a5/nature/blendgroundtogravel004_wvt_patch
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 (2)
Find Visible Detail Sides...
Merged 5172 detail faces...done (8)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (6)
writing C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_badlands_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_badlands_01*.vmt
 ! 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 (20) (2103662 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14310 texinfos to 6613
Reduced 306 texdatas to 273 (8720 bytes to 7548)
Writing C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp
1 minute, 52 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" -fast "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp
reading c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.prt
3596 portalclusters
7868 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (13)
Optimized: 149469 visible clusters (0.00%)
Total clusters visible: 976962
Average clusters visible: 271
Building PAS...
Average clusters audible: 646
visdatasize:822010  compressed from 3279552
writing c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp
14 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" -noextra "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp
Setting up ray-trace acceleration structure... Done (74.49 seconds)
21612 faces
26 degenerate faces
2472200 square feet [355996864.00 square inches]
953 Displacements
174361 Square Feet [25108034.00 Square Inches]
21586 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
330002 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
369 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (261)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (447)
transfers 31968309, max 897
transfer lists: 243.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #1 added RGB(1255037, 1082986, 935362)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #2 added RGB(263654, 208554, 161088)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #3 added RGB(71844, 50369, 34583)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #4 added RGB(21512, 13589, 8491)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #5 added RGB(6873, 3942, 2299)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #6 added RGB(2269, 1198, 669)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #7 added RGB(770, 378, 208)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #8 added RGB(266, 123, 68)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #9 added RGB(93, 41, 23)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #10 added RGB(33, 14, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #11 added RGB(12, 5, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #12 added RGB(4, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #13 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3600 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (133)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (229)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 158/1024         7584/49152    (15.4%) 
brushes               6424/8192        77088/98304    (78.4%) 
brushsides           60853/65536      486824/524288   (92.9%) VERY FULL!
planes               50114/65536     1002280/1310720  (76.5%) 
vertexes             45907/65536      550884/786432   (70.0%) 
nodes                 7396/65536      236672/2097152  (11.3%) 
texinfos              6613/12288      476136/884736   (53.8%) 
texdata                273/2048         8736/65536    (13.3%) 
dispinfos              953/0          167728/0        ( 0.0%) 
disp_verts          133705/0         2674100/0        ( 0.0%) 
disp_tris           228160/0          456320/0        ( 0.0%) 
disp_lmsamples      518130/0          518130/0        ( 0.0%) 
faces                21612/65536     1210272/3670016  (33.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            14681/65536      822136/3670016  (22.4%) 
leaves                7555/65536      241760/2097152  (11.5%) 
leaffaces            32601/65536       65202/131072   (49.7%) 
leafbrushes          14427/65536       28854/131072   (22.0%) 
areas                   75/256           600/2048     (29.3%) 
surfedges           167335/512000     669340/2048000  (32.7%) 
edges               113591/256000     454364/1024000  (44.4%) 
LDR worldlights        368/8192        32384/720896   ( 4.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           3239/32768       32390/327680   ( 9.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         61395/65536      122790/131072   (93.7%) VERY FULL!
cubemapsamples          30/1024          480/16384    ( 2.9%) 
overlays               184/512         64768/180224   (35.9%) 
LDR lightdata         [variable]    14739260/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      822010/16777216 ( 4.9%) 
entdata               [variable]      445769/393216   (113.4%) VERY FULL!
LDR ambient table     7555/65536       30220/262144   (11.5%) 
HDR ambient table     7555/65536       30220/262144   (11.5%) 
LDR leaf ambient     42766/65536     1197448/1835008  (65.3%) 
HDR leaf ambient      7555/65536      211540/1835008  (11.5%) 
occluders                1/0              40/0        ( 0.0%) 
occluder polygons        6/0              72/0        ( 0.0%) 
occluder vert ind       24/0              96/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/201756   ( 0.0%) 
pakfile               [variable]     3300030/0        ( 0.0%) 
physics               [variable]     2103662/4194304  (50.2%) 
physics terrain       [variable]      317220/1048576  (30.3%) 

Level flags = 0

Total triangle count: 64705
Writing c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp
19 minutes, 53 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp" "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf\maps\pl_industry_a5.bsp"
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I don't see anything in the log or screens that would cause that.

But you did say fast lighting.

I don't know why people try and trouble shoot using the fast commands. Fast lighting is nothing like what you'll see with final lighting and fast compile won't give you any idea of actual performance.

Do a full lighting THEN look for problems.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
make sure nothing in your 3D skybox is intersecting the space imediately around the map, it might be sticking into it and wreaking havok.
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
make sure nothing in your 3D skybox is intersecting the space imediately around the map, it might be sticking into it and wreaking havok.

There are parts of my map where I use the skybox to represent the outside of a tall building the players eventually get into when they push the bomb. Then the skybox "comes close" to being in my map - as in, I have a wall in skybox kind of resting right inside the centre of the map which is supposed to be the outside of the building the players are going into. (The map would be insanely large otherwise.)

So how close would you say "immediately around the map" is?
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
So, no intersections. Make sure you don't have those, then do a full compile and see how it goes.
 

re1wind

aa
Aug 12, 2009
644
588
waterindices 61395/65536 122790/131072 (93.7%) VERY FULL!
brushsides 60853/65536 486824/524288 (92.9%) VERY FULL!
entdata [variable] 445769/393216 (113.4%) VERY FULL!
Must be a big map.
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
I removed all the interior "shadowcaster" walls from the skybox and rendered on full rad. No difference. In fact, the shadows are getting totally bizarre now. Basically it seems to be messing with the lightmapping.

The only thing I can think is that there is some effect with water indices because I have so many. Plus I have a large ceiling with skyboxed geometry intersecting with a func_detail transparent glass ceiling facade, so I'm thinking some strange water indice thing is causing these shadow/light mapping effects.

I just converted the whole ceiling facade to world, used a non-transparent glass texture, and deleted the skybox and am hoping this will fix it.