custom texture with weird lighting

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
I did a custom texture today and I get a weird lighting, its extremely blue color, its not suppose to be like that. Any help plz?

here is a pic
http://tinypic.com/view.php?pic=2aj9g7b&s=5


** Executing...
** Command: "c:\program files\steam\steamapps\myname\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\myname\team fortress 2\tf" "C:\Program Files\Steam\steamapps\myname\team fortress 2\tf\maps\new"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\myname\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\myname\team fortress 2\tf\maps\new.vmf
Patching WVT material: maps/new/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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 48 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\myname\team fortress 2\tf\maps\new.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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (42185 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 134 texinfos to 77
Reduced 6 texdatas to 6 (136 bytes to 136)
Writing C:\Program Files\Steam\steamapps\myname\team fortress 2\tf\maps\new.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\myname\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\myname\team fortress 2\tf" -fast "C:\Program Files\Steam\steamapps\myname\team fortress 2\tf\maps\new"

Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\myname\team fortress 2\tf\maps\new.bsp
reading c:\program files\steam\steamapps\myname\team fortress 2\tf\maps\new.prt
54 portalclusters
93 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 2916
Average clusters visible: 54
Building PAS...
Average clusters audible: 54
visdatasize:1192 compressed from 864
writing c:\program files\steam\steamapps\myname\team fortress 2\tf\maps\new.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\myname\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\hmyname\team fortress 2\tf" -noextra "C:\Program Files\Steam\steamapps\myname\team fortress 2\tf\maps\new"

Valve Software - vrad.exe SSE (Mar 11 2008)

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

Loading c:\program files\steam\steamapps\myname\team fortress 2\tf\maps\new.bsp
Setting up ray-trace acceleration structure... Done (0.29 seconds)
347 faces
1072563 square feet [154449088.00 square inches]
21 Displacements
125477 Square Feet [18068812.00 Square Inches]
347 patches before subdivision
10223 patches after subdivision
sun extent from map=0.052336
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 225958, max 214
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(988, 469, 194)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0029 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 110/8192 1320/98304 ( 1.3%)
brushsides 1073/65536 8584/524288 ( 1.6%)
planes 1650/65536 33000/1310720 ( 2.5%)
vertexes 660/65536 7920/786432 ( 1.0%)
nodes 217/65536 6944/2097152 ( 0.3%)
texinfos 77/12288 5544/884736 ( 0.6%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 525/0 10500/0 ( 0.0%)
disp_tris 672/0 1344/0 ( 0.0%)
disp_lmsamples 263620/0 263620/0 ( 0.0%)
faces 347/65536 19432/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 198/65536 11088/3670016 ( 0.3%)
leaves 219/65536 7008/2097152 ( 0.3%)
leaffaces 376/65536 752/131072 ( 0.6%)
leafbrushes 285/65536 570/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2431/512000 9724/2048000 ( 0.5%)
edges 1542/256000 6168/1024000 ( 0.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 202/32768 2020/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2973/65536 5946/131072 ( 4.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1448144/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1192/16777216 ( 0.0%)
entdata [variable] 1459/393216 ( 0.4%)
LDR ambient table 219/65536 876/262144 ( 0.3%)
HDR ambient table 219/65536 876/262144 ( 0.3%)
LDR leaf ambient 678/65536 18984/1835008 ( 1.0%)
HDR leaf ambient 219/65536 6132/1835008 ( 0.3%)
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] 1/180 ( 0.6%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/1794 ( 0.1%)
pakfile [variable] 523/0 ( 0.0%)
physics [variable] 42185/4194304 ( 1.0%)
physics terrain [variable] 3593/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 945
Writing c:\program files\steam\steamapps\myname\team fortress 2\tf\maps\new.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\myname\team fortress 2\tf\maps\new.bsp" "c:\program files\steam\steamapps\myname\team fortress 2\tf\maps\new.bsp"
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
Could you perhaps upload the texture here so we can look at it? :)
I can't tell much from the compile file.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Most likely a model texture. Find the specific texture in your map (not compiled, of course) and check to see if the word "model" appears in the path. If it does, find a non model texture to replace it. It usually helps to search for textures based off of the paths, such as "nature/" or "wood/", rather than "wood".
 

Cerulean

L3: Member
Sep 12, 2008
112
60
wait, what? your bumpmap is the same file as your texture?

and I don't know if $decalscale will do anything without $decal
 
Last edited:

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
Make sure it isn't an overlay if, well, the texture isn't to be used as an overlay. Mixing textures up like that tends to result in weird things, such as shimmeriness and cubemap checkerboards and skyboxes and sometimes compression of all organic matter within a half-mile radius into a singularity.
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
No wonder it's weird.
You use a decal-style texture with itself as a bumpmap (some kinda lighting thing) as a brush texture.

That's almost as bad as dividing by zero.

"LightmappedGeneric"
{
"$basetexture" "decals\3"

}

That's how your .vmt should look like.