Displacements /w geometry has shadows along lines

Discussion in 'Mapping Questions & Discussion' started by n3dd, Mar 10, 2018.

  1. n3dd

    n3dd L1: Registered

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    Self-explanatory, I am creating a simple, just-for-looks map (for now, I aim to make a Deathrun map with this, which would have the Arena gamemode in it) and have been experimenting with displacements. I've gone towards a desert-like mountain style, and did some neat mountains. However, I've complied and noticed that the end of the displacements touching another brush gives off a shadow, as if the 'line' causes shadows. I've looked through Google, reddit and here and found no solutions regardsing this.

    All the displacements have one face on each of them, there are no other faces along with them.

    I am using light_environment ONLY.

    (This is my first actual map I've begun working on, fyi)

    This is the compile log:

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\desert.vmf"

    Valve Software - vbsp.exe (Oct 14 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\desert.vmf
    Patching WVT material: maps/desert/nature/blendredrockground001_wvt_patch
    Patching WVT material: maps/desert/tropics/blendreddirt001_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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\desert.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (0) (175863 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 21 texinfos to 5
    Reduced 7 texdatas to 4 (209 bytes to 83)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\desert.bsp
    Wrote ZIP buffer, estimated size 1154, actual size 940
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\desert"

    Valve Software - vvis.exe (Oct 14 2017)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\desert.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\desert.prt
    102 portalclusters
    181 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 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 10404
    Average clusters visible: 102
    Building PAS...
    Average clusters audible: 102
    visdatasize:3472 compressed from 3264
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\desert.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\desert"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\desert.bsp
    Setting up ray-trace acceleration structure... Done (0.02 seconds)
    253 faces
    1631516 square feet [234938368.00 square inches]
    3 Displacements
    67830 Square Feet [9767541.00 Square Inches]
    253 patches before subdivision
    2355 patches after subdivision
    sun extent from map=0.087156
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 56328, max 158
    transfer lists: 0.4 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(3514, 485, 173)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(16, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0014 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 6/8192 72/98304 ( 0.1%)
    brushsides 36/65536 288/524288 ( 0.1%)
    planes 92/65536 1840/1310720 ( 0.1%)
    vertexes 273/65536 3276/786432 ( 0.4%)
    nodes 385/65536 12320/2097152 ( 0.6%)
    texinfos 5/12288 360/884736 ( 0.0%)
    texdata 4/2048 128/65536 ( 0.2%)
    dispinfos 3/0 528/0 ( 0.0%)
    disp_verts 867/0 17340/0 ( 0.0%)
    disp_tris 1536/0 3072/0 ( 0.0%)
    disp_lmsamples 81203/0 81203/0 ( 0.0%)
    faces 253/65536 14168/3670016 ( 0.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 9/65536 504/3670016 ( 0.0%)
    leaves 387/65536 12384/2097152 ( 0.6%)
    leaffaces 250/65536 500/131072 ( 0.4%)
    leafbrushes 252/65536 504/131072 ( 0.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 1048/512000 4192/2048000 ( 0.2%)
    edges 541/256000 2164/1024000 ( 0.2%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 407060/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 3472/16777216 ( 0.0%)
    entdata [variable] 694/393216 ( 0.2%)
    LDR ambient table 387/65536 1548/262144 ( 0.6%)
    HDR ambient table 387/65536 1548/262144 ( 0.6%)
    LDR leaf ambient 1563/65536 43764/1835008 ( 2.4%)
    HDR leaf ambient 387/65536 10836/1835008 ( 0.6%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 940/0 ( 0.0%)
    physics [variable] 175863/4194304 ( 4.2%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 506
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\desert.bsp
    1 second elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\desert.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\desert.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -novid +map "desert" -steam



    I've attached two screenshots that should explain my problem.

    Thank you.
     

    Attached Files:

  2. Hogarth

    Hogarth L1: Registered

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    From what I've learned this usually happens when they go through eachother
     
  3. Rare Endangered Spycrab

    Rare Endangered Spycrab L2: Junior Member

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    Make sure you aren't compiling on fast RAD either as that also causes the problem
     
  4. n3dd

    n3dd L1: Registered

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    Complied on Normal.
     
  5. AsG_Alligator

    aa AsG_Alligator trigger_hiss

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    Intersecting displacements will usually create such shadows. You might want to make both surfaces sew together along an edge instead of making one clip through the other.
     
  6. n3dd

    n3dd L1: Registered

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    I've tried to do this, but it doesn't allow me to 'connect' the edges together, no matter where the edges are
     
  7. AsG_Alligator

    aa AsG_Alligator trigger_hiss

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    For displacements to sew correctly brush vertices need to be aligned with each other like this
    upload_2018-3-11_15-43-45.png

    If they are misaligned even by 1hu they will not sew:
    upload_2018-3-11_15-46-15.png
     
    • Like Like x 1
  8. n3dd

    n3dd L1: Registered

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    Hm, I'll attempt to do this again tomorrow. Thanks for the advice.
     
  9. AsG_Alligator

    aa AsG_Alligator trigger_hiss

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  10. n3dd

    n3dd L1: Registered

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    I have managed to successfully eliminate the shadows caused by the displacements seen in the screenshot.
    They appeared again in other places after using clipping tools with other brushes, which could not be fixed, but fortunately, they are not visible to players.

    Once again, thanks for the help.