- Mar 2, 2018
- 124
- 4
trying to use the swamp lamp prop (models/props_swamp/lamp_post001_bulb.mdl) but it seems to block any light that comes out of it including above it somehow ..
**make a prop not block light**
Here's the latest log:
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "d:\source engine\maps\[redacted]"
Valve Software - vbsp.exe (Mar 6 2018)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading d:\source engine\maps\[redacted].vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/[redacted]/swamp/nature/blendswampmudtomud001swamp_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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\source engine\maps\[redacted].prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_skylab_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_skylab_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 (0) (34426 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 212 texinfos to 81
Reduced 16 texdatas to 16 (430 bytes to 430)
Writing d:\source engine\maps\[redacted].bsp
Wrote ZIP buffer, estimated size 82669, actual size 82321
1 second elapsed
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "d:\source engine\maps\[redacted]"
Valve Software - vvis.exe (Mar 6 2018)
8 threads
reading d:\source engine\maps\[redacted].bsp
reading d:\source engine\maps\[redacted].prt
177 portalclusters
425 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: 5 visible clusters (0.02%)
Total clusters visible: 28530
Average clusters visible: 161
Building PAS...
Average clusters audible: 176
visdatasize:9556 compressed from 8496
writing d:\source engine\maps\[redacted].bsp
0 seconds elapsed
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "d:\source engine\maps\[redacted]"
Valve Software - vrad.exe SSE (Mar 6 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\source engine\maps\[redacted].bsp
Setting up ray-trace acceleration structure... Done (0.40 seconds)
809 faces
5096232 square feet [733857408.00 square inches]
1 Displacements
56390 Square Feet [8120240.00 Square Inches]
809 patches before subdivision
22065 patches after subdivision
6 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 (1)
transfers 223648, max 287
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(74972, 50815, 38069)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(24391, 14908, 10202)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7048, 3629, 2306)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2188, 1023, 610)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(654, 271, 154)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(200, 77, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(60, 21, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(18, 6, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0065 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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 91/8192 1092/98304 ( 1.1%)
brushsides 616/65536 4928/524288 ( 0.9%)
planes 426/65536 8520/1310720 ( 0.7%)
vertexes 1067/65536 12804/786432 ( 1.6%)
nodes 608/65536 19456/2097152 ( 0.9%)
texinfos 81/12288 5832/884736 ( 0.7%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 57564/0 57564/0 ( 0.0%)
faces 809/65536 45304/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 237/65536 13272/3670016 ( 0.4%)
leaves 629/65536 20128/2097152 ( 1.0%)
leaffaces 861/65536 1722/131072 ( 1.3%)
leafbrushes 344/65536 688/131072 ( 0.5%)
areas 7/256 56/2048 ( 2.7%)
surfedges 4505/512000 18020/2048000 ( 0.9%)
edges 2448/256000 9792/1024000 ( 1.0%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 54/32768 540/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 669/65536 1338/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 688540/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9556/16777216 ( 0.1%)
entdata [variable] 19517/393216 ( 5.0%)
LDR ambient table 629/65536 2516/262144 ( 1.0%)
HDR ambient table 629/65536 2516/262144 ( 1.0%)
LDR leaf ambient 1086/65536 30408/1835008 ( 1.7%)
HDR leaf ambient 629/65536 17612/1835008 ( 1.0%)
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] 1/13502 ( 0.0%)
pakfile [variable] 82321/0 ( 0.0%)
physics [variable] 34426/4194304 ( 0.8%)
physics terrain [variable] 321/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1951
Writing d:\source engine\maps\[redacted].bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "d:\source engine\maps\[redacted].bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\[redacted].bsp"
**make a prop not block light**
Here's the latest log:
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "d:\source engine\maps\[redacted]"
Valve Software - vbsp.exe (Mar 6 2018)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading d:\source engine\maps\[redacted].vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/[redacted]/swamp/nature/blendswampmudtomud001swamp_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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\source engine\maps\[redacted].prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_skylab_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_skylab_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 (0) (34426 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 212 texinfos to 81
Reduced 16 texdatas to 16 (430 bytes to 430)
Writing d:\source engine\maps\[redacted].bsp
Wrote ZIP buffer, estimated size 82669, actual size 82321
1 second elapsed
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "d:\source engine\maps\[redacted]"
Valve Software - vvis.exe (Mar 6 2018)
8 threads
reading d:\source engine\maps\[redacted].bsp
reading d:\source engine\maps\[redacted].prt
177 portalclusters
425 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: 5 visible clusters (0.02%)
Total clusters visible: 28530
Average clusters visible: 161
Building PAS...
Average clusters audible: 176
visdatasize:9556 compressed from 8496
writing d:\source engine\maps\[redacted].bsp
0 seconds elapsed
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "d:\source engine\maps\[redacted]"
Valve Software - vrad.exe SSE (Mar 6 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\source engine\maps\[redacted].bsp
Setting up ray-trace acceleration structure... Done (0.40 seconds)
809 faces
5096232 square feet [733857408.00 square inches]
1 Displacements
56390 Square Feet [8120240.00 Square Inches]
809 patches before subdivision
22065 patches after subdivision
6 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 (1)
transfers 223648, max 287
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(74972, 50815, 38069)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(24391, 14908, 10202)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7048, 3629, 2306)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2188, 1023, 610)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(654, 271, 154)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(200, 77, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(60, 21, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(18, 6, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0065 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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 91/8192 1092/98304 ( 1.1%)
brushsides 616/65536 4928/524288 ( 0.9%)
planes 426/65536 8520/1310720 ( 0.7%)
vertexes 1067/65536 12804/786432 ( 1.6%)
nodes 608/65536 19456/2097152 ( 0.9%)
texinfos 81/12288 5832/884736 ( 0.7%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 57564/0 57564/0 ( 0.0%)
faces 809/65536 45304/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 237/65536 13272/3670016 ( 0.4%)
leaves 629/65536 20128/2097152 ( 1.0%)
leaffaces 861/65536 1722/131072 ( 1.3%)
leafbrushes 344/65536 688/131072 ( 0.5%)
areas 7/256 56/2048 ( 2.7%)
surfedges 4505/512000 18020/2048000 ( 0.9%)
edges 2448/256000 9792/1024000 ( 1.0%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 54/32768 540/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 669/65536 1338/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 688540/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9556/16777216 ( 0.1%)
entdata [variable] 19517/393216 ( 5.0%)
LDR ambient table 629/65536 2516/262144 ( 1.0%)
HDR ambient table 629/65536 2516/262144 ( 1.0%)
LDR leaf ambient 1086/65536 30408/1835008 ( 1.7%)
HDR leaf ambient 629/65536 17612/1835008 ( 1.0%)
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] 1/13502 ( 0.0%)
pakfile [variable] 82321/0 ( 0.0%)
physics [variable] 34426/4194304 ( 0.8%)
physics terrain [variable] 321/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1951
Writing d:\source engine\maps\[redacted].bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "d:\source engine\maps\[redacted].bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\[redacted].bsp"
Last edited: