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"
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"