Players and Dynamic Props not casting shadows

Discussion in 'Mapping Questions & Discussion' started by Slainchild, Jun 19, 2009.

  1. Slainchild

    Slainchild L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    I have a problem with my map where none of the player models or dynamic props (resupply and spawn doors for example) are casting shadows anymore. I have no idea what I did. Don't even know if they ever did, this is something I've just noticed. :confused:

    All other maps seem to have them so I haven't just disabled them in the graphics options.
     
  2. Yourself

    Yourself L1: Registered

    Messages:
    30
    Positive Ratings:
    1
    Did you accidentally delete the shadow_control entity from your map?
     
  3. Slainchild

    Slainchild L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    I never had a shadow_control entity, as far as I know. I'll add one and see what happens. ;)

    Thanks. :)
     
  4. DJive

    aa DJive Cake or Death?

    Messages:
    1,466
    Positive Ratings:
    736
    are you running your map in fullbright?
     
  5. Slainchild

    Slainchild L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    No, it's fully lit + HDR. I'm compiling again with the shadow_control set up at the moment.
     
  6. Slainchild

    Slainchild L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    Didn't work. :(
     
  7. Psy

    aa Psy The Imp Queen

    Messages:
    1,705
    Positive Ratings:
    1,465
    Post a compile log.
     
  8. Slainchild

    Slainchild L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    Here ya go:

    Code:
    ** Executing...
    ** Command: "c:program files (x86)steamsteamappsslainchildsourcesdkbinorangeboxbinvbsp.exe"
    ** Parameters: -game "c:program files (x86)steamsteamappsslainchildteam fortress 2tf" "C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4"
    
    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:program files (x86)steamsteamappsslainchildteam fortress 2tfmaterials
    Loading C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.vmf
    Patching WVT material: maps/ctf_creak_a4/nature/blendrockgroundwallforest_wvt_patch
    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 196 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.prt...Building visibility clusters...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_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) (1358966 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    ..10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 2803 texinfos to 1348
    Reduced 65 texdatas to 54 (1920 bytes to 1333)
    Writing C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
    10 seconds elapsed
    
    ** Executing...
    ** Command: "c:program files (x86)steamsteamappsslainchildsourcesdkbinorangeboxbinvvis.exe"
    ** Parameters: -game "c:program files (x86)steamsteamappsslainchildteam fortress 2tf" "C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4"
    
    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
    reading c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.prt
    1135 portalclusters
    2771 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 (30)
    Optimized: 3037 visible clusters (0.00%)
    Total clusters visible: 203452
    Average clusters visible: 179
    Building PAS...
    Average clusters audible: 627
    visdatasize:206055  compressed from 326880
    writing c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
    30 seconds elapsed
    
    ** Executing...
    ** Command: "c:program files (x86)steamsteamappsslainchildsourcesdkbinorangeboxbinvrad.exe"
    ** Parameters: -both -game "c:program files (x86)steamsteamappsslainchildteam fortress 2tf" "C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
    Setting up ray-trace acceleration structure... Done (4.99 seconds)
    9194 faces
    1051715 square feet [151447040.00 square inches]
    52 Displacements
    118757 Square Feet [17101112.00 Square Inches]
    9194 patches before subdivision
    149854 patches after subdivision
    126 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (69)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (46)
    transfers 13524816, max 634
    transfer lists: 103.2 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(525916, 409085, 341274)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(87441, 55635, 40718)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(16478, 8946, 5890)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(3455, 1679, 987)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(788, 353, 184)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(193, 80, 37)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(50, 19, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(13, 5, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(4, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #10 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0832 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (23)
    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 (14)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  39/1024         1872/49152    ( 3.8%) 
    brushes               3783/8192        45396/98304    (46.2%) 
    brushsides           28166/65536      225328/524288   (43.0%) 
    planes                4914/65536       98280/1310720  ( 7.5%) 
    vertexes             15189/65536      182268/786432   (23.2%) 
    nodes                 3380/65536      108160/2097152  ( 5.2%) 
    texinfos              1348/12288       97056/884736   (11.0%) 
    texdata                 54/2048         1728/65536    ( 2.6%) 
    dispinfos               52/0            9152/0        ( 0.0%) 
    disp_verts            3244/0           64880/0        ( 0.0%) 
    disp_tris             5024/0           10048/0        ( 0.0%) 
    disp_lmsamples      337552/0          337552/0        ( 0.0%) 
    faces                 9194/65536      514864/3670016  (14.0%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             7578/65536      424368/3670016  (11.6%) 
    leaves                3420/65536      109440/2097152  ( 5.2%) 
    leaffaces            11386/65536       22772/131072   (17.4%) 
    leafbrushes           7005/65536       14010/131072   (10.7%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            76938/512000     307752/2048000  (15.0%) 
    edges                49497/256000     197988/1024000  (19.3%) 
    LDR worldlights        126/8192        11088/720896   ( 1.5%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            6/32768          72/393216   ( 0.0%) 
    waterstrips           1075/32768       10750/327680   ( 3.3%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         25656/65536       51312/131072   (39.1%) 
    cubemapsamples           7/1024          112/16384    ( 0.7%) 
    overlays                15/512          5280/180224   ( 2.9%) 
    LDR lightdata         [variable]     5172944/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      206055/16777216 ( 1.2%) 
    entdata               [variable]       73655/393216   (18.7%) 
    LDR ambient table     3420/65536       13680/262144   ( 5.2%) 
    HDR ambient table     3420/65536       13680/262144   ( 5.2%) 
    LDR leaf ambient     17556/65536      491568/1835008  (26.8%) 
    HDR leaf ambient      3420/65536       95760/1835008  ( 5.2%) 
    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]           1/34936    ( 0.0%) 
    pakfile               [variable]        5853/0        ( 0.0%) 
    physics               [variable]     1358966/4194304  (32.4%) 
    physics terrain       [variable]       15615/1048576  ( 1.5%) 
    
    Level flags = 0
    
    Total triangle count: 28224
    Writing c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
    2 minutes, 45 seconds elapsed
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
    Setting up ray-trace acceleration structure... Done (5.01 seconds)
    9194 faces
    1051715 square feet [151447040.00 square inches]
    52 Displacements
    118757 Square Feet [17101112.00 Square Inches]
    9194 patches before subdivision
    149854 patches after subdivision
    126 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (69)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (46)
    transfers 13524816, max 634
    transfer lists: 103.2 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(525916, 409085, 341275)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(87441, 55635, 40718)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(16478, 8946, 5890)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(3455, 1679, 987)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(788, 353, 184)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(193, 80, 37)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(50, 19, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(13, 5, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(4, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0828 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (24)
    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 (14)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  39/1024         1872/49152    ( 3.8%) 
    brushes               3783/8192        45396/98304    (46.2%) 
    brushsides           28166/65536      225328/524288   (43.0%) 
    planes                4914/65536       98280/1310720  ( 7.5%) 
    vertexes             15189/65536      182268/786432   (23.2%) 
    nodes                 3380/65536      108160/2097152  ( 5.2%) 
    texinfos              1348/12288       97056/884736   (11.0%) 
    texdata                 54/2048         1728/65536    ( 2.6%) 
    dispinfos               52/0            9152/0        ( 0.0%) 
    disp_verts            3244/0           64880/0        ( 0.0%) 
    disp_tris             5024/0           10048/0        ( 0.0%) 
    disp_lmsamples      337552/0          337552/0        ( 0.0%) 
    faces                 9194/65536      514864/3670016  (14.0%) 
    hdr faces             9194/65536      514864/3670016  (14.0%) 
    origfaces             7578/65536      424368/3670016  (11.6%) 
    leaves                3420/65536      109440/2097152  ( 5.2%) 
    leaffaces            11386/65536       22772/131072   (17.4%) 
    leafbrushes           7005/65536       14010/131072   (10.7%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            76938/512000     307752/2048000  (15.0%) 
    edges                49497/256000     197988/1024000  (19.3%) 
    LDR worldlights        126/8192        11088/720896   ( 1.5%) 
    HDR worldlights        126/8192        11088/720896   ( 1.5%) 
    leafwaterdata            6/32768          72/393216   ( 0.0%) 
    waterstrips           1075/32768       10750/327680   ( 3.3%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         25656/65536       51312/131072   (39.1%) 
    cubemapsamples           7/1024          112/16384    ( 0.7%) 
    overlays                15/512          5280/180224   ( 2.9%) 
    LDR lightdata         [variable]     5172944/0        ( 0.0%) 
    HDR lightdata         [variable]     5172944/0        ( 0.0%) 
    visdata               [variable]      206055/16777216 ( 1.2%) 
    entdata               [variable]       73655/393216   (18.7%) 
    LDR ambient table     3420/65536       13680/262144   ( 5.2%) 
    HDR ambient table     3420/65536       13680/262144   ( 5.2%) 
    LDR leaf ambient     17556/65536      491568/1835008  (26.8%) 
    HDR leaf ambient     17559/65536      491652/1835008  (26.8%) 
    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]           1/34936    ( 0.0%) 
    pakfile               [variable]        5853/0        ( 0.0%) 
    physics               [variable]     1358966/4194304  (32.4%) 
    physics terrain       [variable]       15615/1048576  ( 1.5%) 
    
    Level flags = 0
    
    Total triangle count: 28224
    Writing c:program files (x86)steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp
    2 minutes, 45 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:Program Files (x86)Steamsteamappsslainchildsourcesdk_contenttfmapsrcctf_creak_a4.bsp" "c:program files (x86)steamsteamappsslainchildteam fortress 2tfmapsctf_creak_a4.bsp"
    
    
     
  9. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,682
  10. Slainchild

    Slainchild L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    I've fixed the grass error. The skybox thing I have no idea about, it's a standard TF2 one.

    Shadows are still not showing...
     
  11. zornor

    zornor L4: Comfortable Member

    Messages:
    195
    Positive Ratings:
    23
    Copy the shadow_control from another map or AceGikmo's environment gallery (click the "ig" button up top so you don't copy everything) and see if that works.
     
  12. Slainchild

    Slainchild L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    Copying from the environment gallery worked, thanks. Looks like a very useful map. :)
     
  13. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

    Messages:
    248
    Positive Ratings:
    17
    Did you turn off the shadow rendering in the actual game options of TF2?
     
  14. Slainchild

    Slainchild L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    No, read the thread. :p

    It's working now.