Can you examine my weird shadows?

Discussion in 'Mapping Questions & Discussion' started by XFunc_CaRteR, Sep 25, 2009.

  1. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    I have shadows that appear out of nowhere that seem to have no connection with any props. Sometimes I think it's my hint brushes that are casting them. I just can't figure out where they come from.

    I have look all around these shadows for props. Anytime I found a big prop nearby I disabled its shadows, but it doesn't seem to make a difference.

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    Thanks a bunch.
     
    Last edited: Sep 25, 2009
  2. Psy

    aa Psy The Imp Queen

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    You must have a leak. Post your compile log.
     
  3. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    No leaks.

    (Compiling again to post the log.)

    These were done with a fast RAD compile. Would that cause it?
     
    Last edited: Sep 25, 2009
  4. Lord Ned

    Lord Ned L7: Fancy Member

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    It might cause some of them.. i Doubt all. try it on full.
     
  5. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    Code:
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.vmf
    Patching WVT material: maps/pl_industry_a5/nature/blendgroundtogravel005_wvt_patch
    Patching WVT material: maps/pl_industry_a5/nature/blendgroundtograss006_wvt_patch
    Patching WVT material: maps/pl_industry_a5/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/pl_industry_a5/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_industry_a5/nature/blendgroundtogravel004_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (2)
    Find Visible Detail Sides...
    Merged 5172 detail faces...done (8)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (6)
    writing C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_badlands_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_badlands_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 (20) (2103662 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 14310 texinfos to 6613
    Reduced 306 texdatas to 273 (8720 bytes to 7548)
    Writing C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp
    1 minute, 52 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" -fast "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5"
    
    Valve Software - vvis.exe (May 19 2009)
    fastvis = true
    2 threads
    reading c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp
    reading c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.prt
    3596 portalclusters
    7868 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (13)
    Optimized: 149469 visible clusters (0.00%)
    Total clusters visible: 976962
    Average clusters visible: 271
    Building PAS...
    Average clusters audible: 646
    visdatasize:822010  compressed from 3279552
    writing c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp
    14 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" -noextra "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp
    Setting up ray-trace acceleration structure... Done (74.49 seconds)
    21612 faces
    26 degenerate faces
    2472200 square feet [355996864.00 square inches]
    953 Displacements
    174361 Square Feet [25108034.00 Square Inches]
    21586 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    330002 patches after subdivision
    sun extent from map=0.087156
    sun extent from map=0.087156
    369 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (261)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (447)
    transfers 31968309, max 897
    transfer lists: 243.9 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
    	Bounce #1 added RGB(1255037, 1082986, 935362)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #2 added RGB(263654, 208554, 161088)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #3 added RGB(71844, 50369, 34583)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #4 added RGB(21512, 13589, 8491)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #5 added RGB(6873, 3942, 2299)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #6 added RGB(2269, 1198, 669)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #7 added RGB(770, 378, 208)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
    	Bounce #8 added RGB(266, 123, 68)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #9 added RGB(93, 41, 23)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #10 added RGB(33, 14, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
    	Bounce #11 added RGB(12, 5, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #12 added RGB(4, 2, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #13 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #14 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.3600 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (133)
    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 (229)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 158/1024         7584/49152    (15.4%) 
    brushes               6424/8192        77088/98304    (78.4%) 
    brushsides           60853/65536      486824/524288   (92.9%) VERY FULL!
    planes               50114/65536     1002280/1310720  (76.5%) 
    vertexes             45907/65536      550884/786432   (70.0%) 
    nodes                 7396/65536      236672/2097152  (11.3%) 
    texinfos              6613/12288      476136/884736   (53.8%) 
    texdata                273/2048         8736/65536    (13.3%) 
    dispinfos              953/0          167728/0        ( 0.0%) 
    disp_verts          133705/0         2674100/0        ( 0.0%) 
    disp_tris           228160/0          456320/0        ( 0.0%) 
    disp_lmsamples      518130/0          518130/0        ( 0.0%) 
    faces                21612/65536     1210272/3670016  (33.0%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces            14681/65536      822136/3670016  (22.4%) 
    leaves                7555/65536      241760/2097152  (11.5%) 
    leaffaces            32601/65536       65202/131072   (49.7%) 
    leafbrushes          14427/65536       28854/131072   (22.0%) 
    areas                   75/256           600/2048     (29.3%) 
    surfedges           167335/512000     669340/2048000  (32.7%) 
    edges               113591/256000     454364/1024000  (44.4%) 
    LDR worldlights        368/8192        32384/720896   ( 4.5%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips           3239/32768       32390/327680   ( 9.9%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         61395/65536      122790/131072   (93.7%) VERY FULL!
    cubemapsamples          30/1024          480/16384    ( 2.9%) 
    overlays               184/512         64768/180224   (35.9%) 
    LDR lightdata         [variable]    14739260/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      822010/16777216 ( 4.9%) 
    entdata               [variable]      445769/393216   (113.4%) VERY FULL!
    LDR ambient table     7555/65536       30220/262144   (11.5%) 
    HDR ambient table     7555/65536       30220/262144   (11.5%) 
    LDR leaf ambient     42766/65536     1197448/1835008  (65.3%) 
    HDR leaf ambient      7555/65536      211540/1835008  (11.5%) 
    occluders                1/0              40/0        ( 0.0%) 
    occluder polygons        6/0              72/0        ( 0.0%) 
    occluder vert ind       24/0              96/0        ( 0.0%) 
    detail props          [variable]           1/12       ( 8.3%) 
    static props          [variable]           1/201756   ( 0.0%) 
    pakfile               [variable]     3300030/0        ( 0.0%) 
    physics               [variable]     2103662/4194304  (50.2%) 
    physics terrain       [variable]      317220/1048576  (30.3%) 
    
    Level flags = 0
    
    Total triangle count: 64705
    Writing c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp
    19 minutes, 53 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a5.bsp" "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf\maps\pl_industry_a5.bsp"
    
    
     
  6. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
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    Positive Ratings:
    294
    I don't see anything in the log or screens that would cause that.

    But you did say fast lighting.

    I don't know why people try and trouble shoot using the fast commands. Fast lighting is nothing like what you'll see with final lighting and fast compile won't give you any idea of actual performance.

    Do a full lighting THEN look for problems.
     
  7. YM

    aa YM LVL100 YM

    Messages:
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    Positive Ratings:
    5,742
    make sure nothing in your 3D skybox is intersecting the space imediately around the map, it might be sticking into it and wreaking havok.
     
  8. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

    Messages:
    248
    Positive Ratings:
    17
    There are parts of my map where I use the skybox to represent the outside of a tall building the players eventually get into when they push the bomb. Then the skybox "comes close" to being in my map - as in, I have a wall in skybox kind of resting right inside the centre of the map which is supposed to be the outside of the building the players are going into. (The map would be insanely large otherwise.)

    So how close would you say "immediately around the map" is?
     
  9. Altaco

    Altaco L7: Fancy Member

    Messages:
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    Positive Ratings:
    121
    Any part of the skybox should be outside any playable area.
     
  10. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

    Messages:
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    159
    So, no intersections. Make sure you don't have those, then do a full compile and see how it goes.
     
  11. re1wind

    aa re1wind

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    382
    Must be a big map.
     
  12. Swordz

    Swordz L5: Dapper Member

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    37
    Do what people said, try on full vrad
     
  13. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

    Messages:
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    Positive Ratings:
    17
    I removed all the interior "shadowcaster" walls from the skybox and rendered on full rad. No difference. In fact, the shadows are getting totally bizarre now. Basically it seems to be messing with the lightmapping.

    The only thing I can think is that there is some effect with water indices because I have so many. Plus I have a large ceiling with skyboxed geometry intersecting with a func_detail transparent glass ceiling facade, so I'm thinking some strange water indice thing is causing these shadow/light mapping effects.

    I just converted the whole ceiling facade to world, used a non-transparent glass texture, and deleted the skybox and am hoping this will fix it.