- Jul 10, 2011
- 355
- 299
Hey again all.
I'm having a weird issue with Nippon. There seems to be a single shadow hovering over the entire map at a fixed height. One moment, everything will be lit properly, the next, there's this large shadow.
Anything above where the shadow begins is lit perfectly fine. Anything below it will be lit perfectly fine by lights (such as spotlights and whatnot) but not by the sky.
I don't get it. I've added a 3D skybox with some skycards, but I just checked some decompiled Valve maps and those don't have their shadows disabled.
There's nothing in the .vmf that is fixed at that height, no hint brush or anything. It seems to be a perfectly arbitrary height, and everything below it is covered in shadow.
The map has no leaks; I haven't changed the sky lighting or anything at all since the last build. The only real change besides the skybox was adding in some extra brushwork and displacements for a RED respawn room, but that doesn't seem to make any sense, either.
I do get the "Displacement edge abutting multiple other edges" error, but I've had that for the longest time without issues. I've also had that degenerate face error in there for a while without any issues until now.
Log:
This is what I mean:
Notice that the shadow is a just a single line across the entire BSP; anything below it (outside) is covered in shadow. All interior lighting is lit properly by the interior lights.
This last one was accidental, but I forgot to take any real screenshots of the inside, so this'll have to prove that the lighting inside is fine:
This seems to be such a weird and arbitrary error. I don't get it. Any help?
I'm having a weird issue with Nippon. There seems to be a single shadow hovering over the entire map at a fixed height. One moment, everything will be lit properly, the next, there's this large shadow.
Anything above where the shadow begins is lit perfectly fine. Anything below it will be lit perfectly fine by lights (such as spotlights and whatnot) but not by the sky.
I don't get it. I've added a 3D skybox with some skycards, but I just checked some decompiled Valve maps and those don't have their shadows disabled.
There's nothing in the .vmf that is fixed at that height, no hint brush or anything. It seems to be a perfectly arbitrary height, and everything below it is covered in shadow.
The map has no leaks; I haven't changed the sky lighting or anything at all since the last build. The only real change besides the skybox was adding in some extra brushwork and displacements for a RED respawn room, but that doesn't seem to make any sense, either.
I do get the "Displacement edge abutting multiple other edges" error, but I've had that for the longest time without issues. I've also had that degenerate face error in there for a while without any issues until now.
Log:
Code:
materialPath: c:\program files (x86)\steam\steamapps\a_pie\team fortress 2\tf\materials
Loading C:\Users\Jay\Dropbox\pl_batt_engmob_a3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_batt_engmob_a3/nature/blendconcretetograss001_wvt_patch
Patching WVT material: maps/pl_batt_engmob_a3/nature/blendgroundtograss009_wvt_patch
Patching WVT material: maps/pl_batt_engmob_a3/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/pl_batt_engmob_a3/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (3)
Find Visible Detail Sides...
Merged 3848 detail faces...done (8)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\Jay\Dropbox\pl_batt_engmob_a3.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_nippon_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nippon_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nippon_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nippon_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (3) (1561029 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2619 texinfos to 1352
Reduced 217 texdatas to 181 (7827 bytes to 6095)
Writing C:\Users\Jay\Dropbox\pl_batt_engmob_a3.bsp
44 seconds elapsed
8 threads
reading c:\users\jay\dropbox\pl_batt_engmob_a3.bsp
reading c:\users\jay\dropbox\pl_batt_engmob_a3.prt
1720 portalclusters
4855 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5196 visible clusters (0.00%)
Total clusters visible: 1262453
Average clusters visible: 733
Building PAS...
Average clusters audible: 1434
visdatasize:638960 compressed from 743040
writing c:\users\jay\dropbox\pl_batt_engmob_a3.bsp
28 minutes, 20 seconds elapsed
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\jay\dropbox\pl_batt_engmob_a3.bsp
12251 faces
1 degenerate faces
1587619 square feet [228617200.00 square inches]
230 Displacements
159707 Square Feet [22997858.00 Square Inches]
12250 patches before subdivision
146280 patches after subdivision
357 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 18613859, max 1566
transfer lists: 142.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(467139, 219492, 196888)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(105106, 37680, 29082)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(23694, 6798, 4405)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5938, 1387, 773)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1517, 293, 139)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(409, 66, 27)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(113, 16, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(33, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(10, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1555 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
52 of 94 (55% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 111/1024 5328/49152 (10.8%)
brushes 5112/8192 61344/98304 (62.4%)
brushsides 41492/65536 331936/524288 (63.3%)
planes 21970/65536 439400/1310720 (33.5%)
vertexes 24546/65536 294552/786432 (37.5%)
nodes 4768/65536 152576/2097152 ( 7.3%)
texinfos 1352/12288 97344/884736 (11.0%)
texdata 181/2048 5792/65536 ( 8.8%)
dispinfos 230/0 40480/0 ( 0.0%)
disp_verts 5750/0 115000/0 ( 0.0%)
disp_tris 7360/0 14720/0 ( 0.0%)
disp_lmsamples 440004/0 440004/0 ( 0.0%)
faces 12251/65536 686056/3670016 (18.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7960/65536 445760/3670016 (12.1%)
leaves 4880/65536 156160/2097152 ( 7.4%)
leaffaces 15423/65536 30846/131072 (23.5%)
leafbrushes 12534/65536 25068/131072 (19.1%)
areas 19/256 152/2048 ( 7.4%)
surfedges 87672/512000 350688/2048000 (17.1%)
edges 58157/256000 232628/1024000 (22.7%)
LDR worldlights 357/8192 31416/720896 ( 4.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 1035/32768 10350/327680 ( 3.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 23445/65536 46890/131072 (35.8%)
cubemapsamples 34/1024 544/16384 ( 3.3%)
overlays 68/512 23936/180224 (13.3%)
LDR lightdata [variable] 9181220/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 638960/16777216 ( 3.8%)
entdata [variable] 440558/393216 (112.0%) VERY FULL!
LDR ambient table 4880/65536 19520/262144 ( 7.4%)
HDR ambient table 4880/65536 19520/262144 ( 7.4%)
LDR leaf ambient 26088/65536 730464/1835008 (39.8%)
HDR leaf ambient 4880/65536 136640/1835008 ( 7.4%)
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] 1/2269796 ( 0.0%)
dtl prp lght [variable] 1/177519 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/63098 ( 0.0%)
pakfile [variable] 27702/0 ( 0.0%)
physics [variable] 1561029/4194304 (37.2%)
physics terrain [variable] 43818/1048576 ( 4.2%)
Level flags = 0
Total triangle count: 31535
Writing c:\users\jay\dropbox\pl_batt_engmob_a3.bsp
4 minutes, 20 seconds elapsed
Notice that the shadow is a just a single line across the entire BSP; anything below it (outside) is covered in shadow. All interior lighting is lit properly by the interior lights.
This last one was accidental, but I forgot to take any real screenshots of the inside, so this'll have to prove that the lighting inside is fine:
This seems to be such a weird and arbitrary error. I don't get it. Any help?