Hi to everybody and first of all thank you all for the useful infos I have been able to gather while working on my first map.
I have been looking around the forum, abusing the search options to find a working solutions to the "shadowy checkerboard" issue, but I have not been able to find a working method to get rid of this annoyance.
From what I understood so far, looking at the few topics on the issue, it is not a matter of cubemaps. In fact, I think they actually are working properly on my map. Reflective surfaces have not anymore the pink/black checkerboard texture once I load the cubemaps, but the checkerboard shadows still stay.
The material that is affected is the "blendground_canyon" from Valve's default array, and the faulty shadows only appear on surfaces part where I increased the alpha via the displacements' "paint alpha" tool.
After reading about a similar problem I tried to switch to another texture (blendgroundtograve002) but the problem still stays.
I tried to put a shadow_control entity but nothing changed.
Same results by changing the yaw/pitch of the light_environment.
Dynamic shadows seems to work properly.
I am not even sure if this problem has anything to do with lighting at all...
I checked for leaks between displacements but almost all of them are sewn and I couldn't see anything of souspicious.
As far as I can understand both VVIS and VRAD do not report any error, and so does BSP except for those lines and a couple of warnings:
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_ending.vmf
Patching WVT material: maps/koth_bunker_ending/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/koth_bunker_ending/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/koth_bunker_ending/nature/blendrockground004_wvt_patch
Patching WVT material: maps/koth_bunker_ending/nature/blendground_canyon_wvt_patch
Patching WVT material: maps/koth_bunker_ending/nature/blendgroundtograss005_wvt_patch
fixing up env_cubemap materials on brush sides...
Could the problem be related to the former lines? If so, what can I do to fix it?
My complete compile log follows as well as pics taken from the compiled map.
Thanks in advance, hoping that this could be helpful for others as well.
I have been looking around the forum, abusing the search options to find a working solutions to the "shadowy checkerboard" issue, but I have not been able to find a working method to get rid of this annoyance.
From what I understood so far, looking at the few topics on the issue, it is not a matter of cubemaps. In fact, I think they actually are working properly on my map. Reflective surfaces have not anymore the pink/black checkerboard texture once I load the cubemaps, but the checkerboard shadows still stay.
The material that is affected is the "blendground_canyon" from Valve's default array, and the faulty shadows only appear on surfaces part where I increased the alpha via the displacements' "paint alpha" tool.
After reading about a similar problem I tried to switch to another texture (blendgroundtograve002) but the problem still stays.
I tried to put a shadow_control entity but nothing changed.
Same results by changing the yaw/pitch of the light_environment.
Dynamic shadows seems to work properly.
I am not even sure if this problem has anything to do with lighting at all...
I checked for leaks between displacements but almost all of them are sewn and I couldn't see anything of souspicious.
As far as I can understand both VVIS and VRAD do not report any error, and so does BSP except for those lines and a couple of warnings:
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_ending.vmf
Patching WVT material: maps/koth_bunker_ending/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/koth_bunker_ending/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/koth_bunker_ending/nature/blendrockground004_wvt_patch
Patching WVT material: maps/koth_bunker_ending/nature/blendground_canyon_wvt_patch
Patching WVT material: maps/koth_bunker_ending/nature/blendgroundtograss005_wvt_patch
fixing up env_cubemap materials on brush sides...
Could the problem be related to the former lines? If so, what can I do to fix it?
My complete compile log follows as well as pics taken from the compiled map.
Thanks in advance, hoping that this could be helpful for others as well.
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.vmf
Patching WVT material: maps/koth_bunker_backup/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/koth_bunker_backup/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/koth_bunker_backup/nature/blendrockground004_wvt_patch
Patching WVT material: maps/koth_bunker_backup/nature/blendground_canyon_wvt_patch
Patching WVT material: maps/koth_bunker_backup/nature/blendgroundtograss005_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 476 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Building Physics collision data...
done (0) (580141 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3386 texinfos to 1979
Reduced 173 texdatas to 145 (5650 bytes to 4592)
Writing C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp
21 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp
reading c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.prt
1122 portalclusters
3254 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (226)
Optimized: 7378 visible clusters (0.00%)
Total clusters visible: 505484
Average clusters visible: 450
Building PAS...
Average clusters audible: 1085
visdatasize:295032 compressed from 323136
writing c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp
3 minutes, 46 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp
Setting up ray-trace acceleration structure... Done (7.91 seconds)
5960 faces
1108095 square feet [159565744.00 square inches]
320 Displacements
430674 Square Feet [62017196.00 Square Inches]
5960 patches before subdivision
108062 patches after subdivision
99 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (46)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (55)
transfers 8990848, max 661
transfer lists: 68.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1252689, 724493, 467668)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(225883, 105241, 65230)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(54805, 23634, 14351)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(14835, 6365, 3715)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(4573, 1924, 1045)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1504, 605, 305)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(519, 195, 92)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(184, 64, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(66, 21, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(24, 7, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(9, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1021 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
FinalLightFace Done
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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 1635/8192 19620/98304 (20.0%)
brushsides 11045/65536 88360/524288 (16.9%)
planes 4638/65536 92760/1310720 ( 7.1%)
vertexes 10981/65536 131772/786432 (16.8%)
nodes 2044/65536 65408/2097152 ( 3.1%)
texinfos 1979/12288 142488/884736 (16.1%)
texdata 145/2048 4640/65536 ( 7.1%)
dispinfos 320/0 56320/0 ( 0.0%)
disp_verts 8672/0 173440/0 ( 0.0%)
disp_tris 11392/0 22784/0 ( 0.0%)
disp_lmsamples 1540992/0 1540992/0 ( 0.0%)
faces 5960/65536 333760/3670016 ( 9.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4675/65536 261800/3670016 ( 7.1%)
leaves 2061/65536 65952/2097152 ( 3.1%)
leaffaces 8362/65536 16724/131072 (12.8%)
leafbrushes 4550/65536 9100/131072 ( 6.9%)
areas 11/256 88/2048 ( 4.3%)
surfedges 49803/512000 199212/2048000 ( 9.7%)
edges 33328/256000 133312/1024000 (13.0%)
LDR worldlights 99/8192 8712/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1132/32768 11320/327680 ( 3.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 21357/65536 42714/131072 (32.6%)
cubemapsamples 198/1024 3168/16384 (19.3%)
overlays 65/512 22880/180224 (12.7%)
LDR lightdata [variable] 9308916/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 295032/16777216 ( 1.8%)
entdata [variable] 86784/393216 (22.1%)
LDR ambient table 2061/65536 8244/262144 ( 3.1%)
HDR ambient table 2061/65536 8244/262144 ( 3.1%)
LDR leaf ambient 12856/65536 359968/1835008 (19.6%)
HDR leaf ambient 2061/65536 57708/1835008 ( 3.1%)
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] 1/407676 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/59960 ( 0.0%)
pakfile [variable] 19980/0 ( 0.0%)
physics [variable] 580141/4194304 (13.8%)
physics terrain [variable] 66228/1048576 ( 6.3%)
Level flags = 0
Total triangle count: 19093
Writing c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp
2 minutes, 41 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp" "c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf\maps\koth_bunker_backup.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf" +map "koth_bunker_backup"