Hello,
In the latest map im making which is a beach landing map. I'm having a problem with shadows.
The layout of my map is quite basic to start off with, just a beach, 2 bunkers and 2 hills with cliffs surrounding left and right.
I'm using the well skybox with the recommended valve sky list light_environment, env_sun and shadow control settings
Highlighted areas are horizontal
It seems that player/model shadows are showing on vertical brushes or any brush thats not horizontal. any brush thats horizontal shows no shadows at all
I have searched to the best of my ability for a tutorial covering this, but have not found any
My quick compile log if any help:
Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: g:\program files\steam\steamapps\*****\team fortress 2\tf\materials
Loading G:\Program Files\Steam\steamapp\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.vmf
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 G:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_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) (168713 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 411 texinfos to 249
Reduced 29 texdatas to 26 (891 bytes to 682)
Writing G:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.bsp
3 seconds elapsed
** Executing...
** Command: "g:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "g:\program files\steam\steamapps\*****\team fortress 2\tf" -fast "G:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1"
Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
1 threads
reading g:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.bsp
reading g:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.prt
948 portalclusters
2941 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 26164 visible clusters (0.00%)
Total clusters visible: 630385
Average clusters visible: 664
Building PAS...
Average clusters audible: 944
visdatasize:220109 compressed from 227520
writing g:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.bsp
3 seconds elapsed
** Executing...
** Command: "g:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "g:\program files\steam\steamapps\*****\team fortress 2\tf" -noextra "G:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading g:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.bsp
Setting up ray-trace acceleration structure... Done (1.24 seconds)
2694 faces
2 degenerate faces
2480065 square feet [357129408.00 square inches]
79 Displacements
449620 Square Feet [64745308.00 Square Inches]
2692 patches before subdivision
93760 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (72)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (79)
transfers 8109387, max 938
transfer lists: 61.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(470570, 204534, 82099)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(161297, 61977, 19516)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(9174, 1920, 324)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(9400, 2400, 368)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(396, 61, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(673, 112, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(28, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(51, 5, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1279 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
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 (40)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 477/8192 5724/98304 ( 5.8%)
brushsides 3603/65536 28824/524288 ( 5.5%)
planes 2094/65536 41880/1310720 ( 3.2%)
vertexes 4320/65536 51840/786432 ( 6.6%)
nodes 1994/65536 63808/2097152 ( 3.0%)
texinfos 249/12288 17928/884736 ( 2.0%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 79/0 13904/0 ( 0.0%)
disp_verts 3559/0 71180/0 ( 0.0%)
disp_tris 5408/0 10816/0 ( 0.0%)
disp_lmsamples 1044681/0 1044681/0 ( 0.0%)
faces 2694/65536 150864/3670016 ( 4.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1004/65536 56224/3670016 ( 1.5%)
leaves 2003/65536 64096/2097152 ( 3.1%)
leaffaces 3021/65536 6042/131072 ( 4.6%)
leafbrushes 1205/65536 2410/131072 ( 1.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 16130/512000 64520/2048000 ( 3.2%)
edges 9440/256000 37760/1024000 ( 3.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 135/32768 1350/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2580/65536 5160/131072 ( 3.9%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 11086532/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 220109/16777216 ( 1.3%)
entdata [variable] 8660/393216 ( 2.2%)
LDR ambient table 2003/65536 8012/262144 ( 3.1%)
HDR ambient table 2003/65536 8012/262144 ( 3.1%)
LDR leaf ambient 10650/65536 298200/1835008 (16.3%)
HDR leaf ambient 2003/65536 56084/1835008 ( 3.1%)
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] 1/2516 ( 0.0%)
pakfile [variable] 1697/0 ( 0.0%)
physics [variable] 168713/4194304 ( 4.0%)
physics terrain [variable] 16147/1048576 ( 1.5%)
Level flags = 0
Total triangle count: 6724
Writing g:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.bsp
3 minutes, 55 seconds elapsed
Thanks!
been driving me mad! :angry:
In the latest map im making which is a beach landing map. I'm having a problem with shadows.
The layout of my map is quite basic to start off with, just a beach, 2 bunkers and 2 hills with cliffs surrounding left and right.
I'm using the well skybox with the recommended valve sky list light_environment, env_sun and shadow control settings

Highlighted areas are horizontal

It seems that player/model shadows are showing on vertical brushes or any brush thats not horizontal. any brush thats horizontal shows no shadows at all




I have searched to the best of my ability for a tutorial covering this, but have not found any
My quick compile log if any help:
Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: g:\program files\steam\steamapps\*****\team fortress 2\tf\materials
Loading G:\Program Files\Steam\steamapp\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.vmf
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 G:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_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) (168713 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 411 texinfos to 249
Reduced 29 texdatas to 26 (891 bytes to 682)
Writing G:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.bsp
3 seconds elapsed
** Executing...
** Command: "g:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "g:\program files\steam\steamapps\*****\team fortress 2\tf" -fast "G:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1"
Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
1 threads
reading g:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.bsp
reading g:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.prt
948 portalclusters
2941 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 26164 visible clusters (0.00%)
Total clusters visible: 630385
Average clusters visible: 664
Building PAS...
Average clusters audible: 944
visdatasize:220109 compressed from 227520
writing g:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.bsp
3 seconds elapsed
** Executing...
** Command: "g:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "g:\program files\steam\steamapps\*****\team fortress 2\tf" -noextra "G:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading g:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.bsp
Setting up ray-trace acceleration structure... Done (1.24 seconds)
2694 faces
2 degenerate faces
2480065 square feet [357129408.00 square inches]
79 Displacements
449620 Square Feet [64745308.00 Square Inches]
2692 patches before subdivision
93760 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (72)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (79)
transfers 8109387, max 938
transfer lists: 61.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(470570, 204534, 82099)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(161297, 61977, 19516)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(9174, 1920, 324)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(9400, 2400, 368)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(396, 61, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(673, 112, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(28, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(51, 5, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1279 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
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 (40)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 477/8192 5724/98304 ( 5.8%)
brushsides 3603/65536 28824/524288 ( 5.5%)
planes 2094/65536 41880/1310720 ( 3.2%)
vertexes 4320/65536 51840/786432 ( 6.6%)
nodes 1994/65536 63808/2097152 ( 3.0%)
texinfos 249/12288 17928/884736 ( 2.0%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 79/0 13904/0 ( 0.0%)
disp_verts 3559/0 71180/0 ( 0.0%)
disp_tris 5408/0 10816/0 ( 0.0%)
disp_lmsamples 1044681/0 1044681/0 ( 0.0%)
faces 2694/65536 150864/3670016 ( 4.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1004/65536 56224/3670016 ( 1.5%)
leaves 2003/65536 64096/2097152 ( 3.1%)
leaffaces 3021/65536 6042/131072 ( 4.6%)
leafbrushes 1205/65536 2410/131072 ( 1.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 16130/512000 64520/2048000 ( 3.2%)
edges 9440/256000 37760/1024000 ( 3.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 135/32768 1350/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2580/65536 5160/131072 ( 3.9%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 11086532/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 220109/16777216 ( 1.3%)
entdata [variable] 8660/393216 ( 2.2%)
LDR ambient table 2003/65536 8012/262144 ( 3.1%)
HDR ambient table 2003/65536 8012/262144 ( 3.1%)
LDR leaf ambient 10650/65536 298200/1835008 (16.3%)
HDR leaf ambient 2003/65536 56084/1835008 ( 3.1%)
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] 1/2516 ( 0.0%)
pakfile [variable] 1697/0 ( 0.0%)
physics [variable] 168713/4194304 ( 4.0%)
physics terrain [variable] 16147/1048576 ( 1.5%)
Level flags = 0
Total triangle count: 6724
Writing g:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_ohmughaha_beach_b1.bsp
3 minutes, 55 seconds elapsed
Thanks!
been driving me mad! :angry: