Hi guys, New to this site, but lets get to the point:
TF2,
Whenever i compile my map (in expert HDR fullcompile) my map is all lit up, brightened no shadows or whatsoever, now i have quite some lights and 1 or 2 light_environments in them with default HDR settings, so when i load it up in team fortress 2 i get this brightened eye hurting look, i know this has something to do with mat_fullbright , tried to turn that off, but it stays enabled, is there any way i can force it off, or fix my problem?
regards,
eXuaL
P.S. i do have a env_tonemap_controller and a logic auto with setautoexposuremax etc.
compile:
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\mattieking\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 604 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01_hdr weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01_hdr to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01_hdr weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01_hdr 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) (507237 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2627 texinfos to 1865
Reduced 141 texdatas to 124 (4647 bytes to 3992)
Writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
9 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt
2446 portalclusters
7878 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (961)
Optimized: 9852 visible clusters (0.00%)
Total clusters visible: 765878
Average clusters visible: 313
Building PAS...
Average clusters audible: 1812
visdatasize:1037657 compressed from 1526304
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
16 minutes, 5 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -final -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
Setting up ray-trace acceleration structure... Done (5.36 seconds)
22210 faces
11 degenerate faces
1344345 square feet [193585712.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
22199 patches before subdivision
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp" "c:\program files\steam\steamapps\mattieking\team fortress 2\tf\maps\new_trade.bsp"
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\team fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" +map "new_trade"
TF2,
Whenever i compile my map (in expert HDR fullcompile) my map is all lit up, brightened no shadows or whatsoever, now i have quite some lights and 1 or 2 light_environments in them with default HDR settings, so when i load it up in team fortress 2 i get this brightened eye hurting look, i know this has something to do with mat_fullbright , tried to turn that off, but it stays enabled, is there any way i can force it off, or fix my problem?
regards,
eXuaL
P.S. i do have a env_tonemap_controller and a logic auto with setautoexposuremax etc.
compile:
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\mattieking\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 604 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01_hdr weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01_hdr to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01_hdr weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01_hdr 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) (507237 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2627 texinfos to 1865
Reduced 141 texdatas to 124 (4647 bytes to 3992)
Writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
9 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt
2446 portalclusters
7878 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (961)
Optimized: 9852 visible clusters (0.00%)
Total clusters visible: 765878
Average clusters visible: 313
Building PAS...
Average clusters audible: 1812
visdatasize:1037657 compressed from 1526304
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
16 minutes, 5 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -final -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
Setting up ray-trace acceleration structure... Done (5.36 seconds)
22210 faces
11 degenerate faces
1344345 square feet [193585712.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
22199 patches before subdivision
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp" "c:\program files\steam\steamapps\mattieking\team fortress 2\tf\maps\new_trade.bsp"
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\team fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" +map "new_trade"
Last edited: