- Dec 14, 2021
- 39
- 16
I followed this guide ->https://tf2maps.net/threads/guide-prop-lightmaps.24682/ , but the brush isn't casting shadows in the rock.
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading d:\steam\steamapps\common\team fortress 2\otros\example_xd.vmf
Patching WVT material: maps/example_xd/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\steam\steamapps\common\team fortress 2\otros\example_xd.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...
done (0) (2662 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12 texinfos to 5
Reduced 4 texdatas to 3 (104 bytes to 83)
Writing d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp
Wrote ZIP buffer, estimated size 471, actual size 391
1 second elapsed
12 threads
reading d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp
reading d:\steam\steamapps\common\team fortress 2\otros\example_xd.prt
6 portalclusters
9 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 36
Average clusters visible: 6
Building PAS...
Average clusters audible: 6
visdatasize:64 compressed from 96
writing d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp
0 seconds elapsed
[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp
668 faces
17706 square feet [2549760.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
668 patches before subdivision
77920 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 664380, max 604
transfer lists: 5.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(12669, 11461, 17679)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(897, 742, 917)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(14, 12, 18)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0159 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 44/65536 880/1310720 ( 0.1%)
vertexes 722/65536 8664/786432 ( 1.1%)
nodes 31/65536 992/2097152 ( 0.0%)
texinfos 5/12288 360/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 668/65536 37408/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8/65536 448/3670016 ( 0.0%)
leaves 33/65536 1056/2097152 ( 0.1%)
leaffaces 668/65536 1336/131072 ( 1.0%)
leafbrushes 18/65536 36/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2802/512000 11208/2048000 ( 0.5%)
edges 1405/256000 5620/1024000 ( 0.5%)
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] 2473368/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 64/16777216 ( 0.0%)
entdata [variable] 968/393216 ( 0.2%)
LDR ambient table 33/65536 132/262144 ( 0.1%)
HDR ambient table 33/65536 132/262144 ( 0.1%)
LDR leaf ambient 94/65536 2632/1835008 ( 0.1%)
HDR leaf ambient 33/65536 924/1835008 ( 0.1%)
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] 1/514 ( 0.2%)
pakfile [variable] 29591/0 ( 0.0%)
physics [variable] 2662/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 1
Total triangle count: 1434
Writing d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp
48 seconds elapsed
[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp
668 faces
17706 square feet [2549760.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
668 patches before subdivision
77920 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 664380, max 604
transfer lists: 5.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(12669, 11461, 17679)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(897, 742, 917)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(14, 12, 18)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0150 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 44/65536 880/1310720 ( 0.1%)
vertexes 722/65536 8664/786432 ( 1.1%)
nodes 31/65536 992/2097152 ( 0.0%)
texinfos 5/12288 360/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 668/65536 37408/3670016 ( 1.0%)
hdr faces 668/65536 37408/3670016 ( 1.0%)
origfaces 8/65536 448/3670016 ( 0.0%)
leaves 33/65536 1056/2097152 ( 0.1%)
leaffaces 668/65536 1336/131072 ( 1.0%)
leafbrushes 18/65536 36/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2802/512000 11208/2048000 ( 0.5%)
edges 1405/256000 5620/1024000 ( 0.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 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] 2473368/0 ( 0.0%)
HDR lightdata [variable] 2473368/0 ( 0.0%)
visdata [variable] 64/16777216 ( 0.0%)
entdata [variable] 968/393216 ( 0.2%)
LDR ambient table 33/65536 132/262144 ( 0.1%)
HDR ambient table 33/65536 132/262144 ( 0.1%)
LDR leaf ambient 94/65536 2632/1835008 ( 0.1%)
HDR leaf ambient 94/65536 2632/1835008 ( 0.1%)
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] 1/514 ( 0.2%)
pakfile [variable] 35211/0 ( 0.0%)
physics [variable] 2662/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 3
Total triangle count: 1434
Writing d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp
49 seconds elapsed