Players and Dynamic Props not casting shadows

Slainchild

L1: Registered
May 31, 2009
27
1
I have a problem with my map where none of the player models or dynamic props (resupply and spawn doors for example) are casting shadows anymore. I have no idea what I did. Don't even know if they ever did, this is something I've just noticed. :confused:

All other maps seem to have them so I haven't just disabled them in the graphics options.
 

Slainchild

L1: Registered
May 31, 2009
27
1
I never had a shadow_control entity, as far as I know. I'll add one and see what happens. ;)

Thanks. :)
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
are you running your map in fullbright?
 

Slainchild

L1: Registered
May 31, 2009
27
1
No, it's fully lit + HDR. I'm compiling again with the shadow_control set up at the moment.
 

Slainchild

L1: Registered
May 31, 2009
27
1
Here ya go:

Code:
** Executing...
** Command: "c:program files (x86)steamsteamappsslainchildsourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program files (x86)steamsteamappsslainchildteam fortress 2tf" "C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:program files (x86)steamsteamappsslainchildteam fortress 2tfmaterials
Loading C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.vmf
Patching WVT material: maps/ctf_creak_a4/nature/blendrockgroundwallforest_wvt_patch
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 196 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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 (1) (1358966 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
..10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2803 texinfos to 1348
Reduced 65 texdatas to 54 (1920 bytes to 1333)
Writing C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
10 seconds elapsed

** Executing...
** Command: "c:program files (x86)steamsteamappsslainchildsourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program files (x86)steamsteamappsslainchildteam fortress 2tf" "C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
reading c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.prt
1135 portalclusters
2771 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 (30)
Optimized: 3037 visible clusters (0.00%)
Total clusters visible: 203452
Average clusters visible: 179
Building PAS...
Average clusters audible: 627
visdatasize:206055  compressed from 326880
writing c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
30 seconds elapsed

** Executing...
** Command: "c:program files (x86)steamsteamappsslainchildsourcesdkbinorangeboxbinvrad.exe"
** Parameters: -both -game "c:program files (x86)steamsteamappsslainchildteam fortress 2tf" "C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
Setting up ray-trace acceleration structure... Done (4.99 seconds)
9194 faces
1051715 square feet [151447040.00 square inches]
52 Displacements
118757 Square Feet [17101112.00 Square Inches]
9194 patches before subdivision
149854 patches after subdivision
126 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (69)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (46)
transfers 13524816, max 634
transfer lists: 103.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(525916, 409085, 341274)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(87441, 55635, 40718)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(16478, 8946, 5890)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(3455, 1679, 987)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(788, 353, 184)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(193, 80, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(50, 19, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(13, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(4, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0832 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (23)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  39/1024         1872/49152    ( 3.8%) 
brushes               3783/8192        45396/98304    (46.2%) 
brushsides           28166/65536      225328/524288   (43.0%) 
planes                4914/65536       98280/1310720  ( 7.5%) 
vertexes             15189/65536      182268/786432   (23.2%) 
nodes                 3380/65536      108160/2097152  ( 5.2%) 
texinfos              1348/12288       97056/884736   (11.0%) 
texdata                 54/2048         1728/65536    ( 2.6%) 
dispinfos               52/0            9152/0        ( 0.0%) 
disp_verts            3244/0           64880/0        ( 0.0%) 
disp_tris             5024/0           10048/0        ( 0.0%) 
disp_lmsamples      337552/0          337552/0        ( 0.0%) 
faces                 9194/65536      514864/3670016  (14.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             7578/65536      424368/3670016  (11.6%) 
leaves                3420/65536      109440/2097152  ( 5.2%) 
leaffaces            11386/65536       22772/131072   (17.4%) 
leafbrushes           7005/65536       14010/131072   (10.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            76938/512000     307752/2048000  (15.0%) 
edges                49497/256000     197988/1024000  (19.3%) 
LDR worldlights        126/8192        11088/720896   ( 1.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            6/32768          72/393216   ( 0.0%) 
waterstrips           1075/32768       10750/327680   ( 3.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         25656/65536       51312/131072   (39.1%) 
cubemapsamples           7/1024          112/16384    ( 0.7%) 
overlays                15/512          5280/180224   ( 2.9%) 
LDR lightdata         [variable]     5172944/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      206055/16777216 ( 1.2%) 
entdata               [variable]       73655/393216   (18.7%) 
LDR ambient table     3420/65536       13680/262144   ( 5.2%) 
HDR ambient table     3420/65536       13680/262144   ( 5.2%) 
LDR leaf ambient     17556/65536      491568/1835008  (26.8%) 
HDR leaf ambient      3420/65536       95760/1835008  ( 5.2%) 
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]           1/12       ( 8.3%) 
static props          [variable]           1/34936    ( 0.0%) 
pakfile               [variable]        5853/0        ( 0.0%) 
physics               [variable]     1358966/4194304  (32.4%) 
physics terrain       [variable]       15615/1048576  ( 1.5%) 

Level flags = 0

Total triangle count: 28224
Writing c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
2 minutes, 45 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
Setting up ray-trace acceleration structure... Done (5.01 seconds)
9194 faces
1051715 square feet [151447040.00 square inches]
52 Displacements
118757 Square Feet [17101112.00 Square Inches]
9194 patches before subdivision
149854 patches after subdivision
126 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (69)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (46)
transfers 13524816, max 634
transfer lists: 103.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(525916, 409085, 341275)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(87441, 55635, 40718)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(16478, 8946, 5890)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(3455, 1679, 987)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(788, 353, 184)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(193, 80, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(50, 19, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(13, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(4, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0828 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (24)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  39/1024         1872/49152    ( 3.8%) 
brushes               3783/8192        45396/98304    (46.2%) 
brushsides           28166/65536      225328/524288   (43.0%) 
planes                4914/65536       98280/1310720  ( 7.5%) 
vertexes             15189/65536      182268/786432   (23.2%) 
nodes                 3380/65536      108160/2097152  ( 5.2%) 
texinfos              1348/12288       97056/884736   (11.0%) 
texdata                 54/2048         1728/65536    ( 2.6%) 
dispinfos               52/0            9152/0        ( 0.0%) 
disp_verts            3244/0           64880/0        ( 0.0%) 
disp_tris             5024/0           10048/0        ( 0.0%) 
disp_lmsamples      337552/0          337552/0        ( 0.0%) 
faces                 9194/65536      514864/3670016  (14.0%) 
hdr faces             9194/65536      514864/3670016  (14.0%) 
origfaces             7578/65536      424368/3670016  (11.6%) 
leaves                3420/65536      109440/2097152  ( 5.2%) 
leaffaces            11386/65536       22772/131072   (17.4%) 
leafbrushes           7005/65536       14010/131072   (10.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            76938/512000     307752/2048000  (15.0%) 
edges                49497/256000     197988/1024000  (19.3%) 
LDR worldlights        126/8192        11088/720896   ( 1.5%) 
HDR worldlights        126/8192        11088/720896   ( 1.5%) 
leafwaterdata            6/32768          72/393216   ( 0.0%) 
waterstrips           1075/32768       10750/327680   ( 3.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         25656/65536       51312/131072   (39.1%) 
cubemapsamples           7/1024          112/16384    ( 0.7%) 
overlays                15/512          5280/180224   ( 2.9%) 
LDR lightdata         [variable]     5172944/0        ( 0.0%) 
HDR lightdata         [variable]     5172944/0        ( 0.0%) 
visdata               [variable]      206055/16777216 ( 1.2%) 
entdata               [variable]       73655/393216   (18.7%) 
LDR ambient table     3420/65536       13680/262144   ( 5.2%) 
HDR ambient table     3420/65536       13680/262144   ( 5.2%) 
LDR leaf ambient     17556/65536      491568/1835008  (26.8%) 
HDR leaf ambient     17559/65536      491652/1835008  (26.8%) 
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]           1/12       ( 8.3%) 
static props          [variable]           1/34936    ( 0.0%) 
pakfile               [variable]        5853/0        ( 0.0%) 
physics               [variable]     1358966/4194304  (32.4%) 
physics terrain       [variable]       15615/1048576  ( 1.5%) 

Level flags = 0

Total triangle count: 28224
Writing c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
2 minutes, 45 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp" "c:program files (x86)steamsteamappsslainchildteam fortress 2tfmapsctf_creak_a4.bsp"
 
Apr 19, 2009
4,460
1,722
problemwsc.jpg
 

Slainchild

L1: Registered
May 31, 2009
27
1
I've fixed the grass error. The skybox thing I have no idea about, it's a standard TF2 one.

Shadows are still not showing...
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
Copy the shadow_control from another map or AceGikmo's environment gallery (click the "ig" button up top so you don't copy everything) and see if that works.
 

Slainchild

L1: Registered
May 31, 2009
27
1
Copy the shadow_control from another map or AceGikmo's environment gallery (click the "ig" button up top so you don't copy everything) and see if that works.

Copying from the environment gallery worked, thanks. Looks like a very useful map. :)