- Mar 26, 2013
- 10
- 0
http://www.youtube.com/watch?v=VUg_lanmloE
Pretty much explains it all.
"Various problems I'm having with my Hammer-compiled map. Lighting is broken around the RED spawn, and (this may be an intentional Source feature) the spawn rooms are showing up behind the skybox (as in, it's me -> skybox material -> spawn room, but I can still see it.
Yes, this was a fast compile, but in a full compile most of the RED side is even more engulfed in black."
Yes, I've checked for leaks, but bsp reports no leaks and doesn't generate a pointfile:
Any suggestions?
(This was the first place I could think of for getting assistance with my map, and this is obviously my first post. I do hope I'm posting in the right place.)
Edit: Oh, and, I forgot to add, I suppose I either don't understand the purpose of the skybox or I'm doing it wrong: Why does the 3D skybox get clipped by things behind a skybox brush?
Pretty much explains it all.
"Various problems I'm having with my Hammer-compiled map. Lighting is broken around the RED spawn, and (this may be an intentional Source feature) the spawn rooms are showing up behind the skybox (as in, it's me -> skybox material -> spawn room, but I can still see it.
Yes, this was a fast compile, but in a full compile most of the RED side is even more engulfed in black."
Yes, I've checked for leaks, but bsp reports no leaks and doesn't generate a pointfile:
Code:
** Command: "c:\program files\steam\steamapps\dark_shadow_6\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\dark_shadow_6\team fortress 2\tf" "c:\program files\steam\steamapps\dark_shadow_6\sourcesdk_content\tf\mapsrc\custom\cp_orange_scaffolds_v1_final"
Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: c:\program files\steam\steamapps\dark_shadow_6\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\dark_shadow_6\sourcesdk_content\tf\mapsrc\custom\cp_orange_scaffolds_v1_final.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 298 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\steam\steamapps\dark_shadow_6\sourcesdk_content\tf\mapsrc\custom\cp_orange_scaffolds_v1_final.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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 (1) (313696 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1729 texinfos to 1205
Reduced 14 texdatas to 14 (339 bytes to 339)
Writing c:\program files\steam\steamapps\dark_shadow_6\sourcesdk_content\tf\mapsrc\custom\cp_orange_scaffolds_v1_final.bsp
15 seconds elapsed
Any suggestions?
(This was the first place I could think of for getting assistance with my map, and this is obviously my first post. I do hope I'm posting in the right place.)
Edit: Oh, and, I forgot to add, I suppose I either don't understand the purpose of the skybox or I'm doing it wrong: Why does the 3D skybox get clipped by things behind a skybox brush?
Last edited: