- Dec 1, 2017
- 14
- 16
Hi TF2maps,
I've been working for about 2 to 3 months on a payload map that has multiple hallways leading to big open areas.
In order to add some WOW, I've decided to add cured hallways (using this Valve tutorial) on some of them.
Using the arch tool was fine, the generated geometry was nice, no problems whatsoever...
However, when it came to texturing, problems happened : Even with the all-mighty alt, I was unable to properly align the textures (concrete/computerwall003e on RED and concrete/computerwall005a on BLU ) so that it looks seamless all across.
So, I've said : "Screw it, i'm doing this the hard way!"
By the look of it, the textures seems pretty much aligned, once I've toyed around with their coordinates.
But once computed, the lighting seems to be off and have an offset.
The thing is that it's only the lighting, not the actual texture, as I've used landmarks on the texture to help me align each textures to its neighbor...
Also, I've used smoothing groups of size 16 for all these corners and the connected straight walls...
There's some screenshots:
And here is a full compile log:
A quick analysis on Interlopers.net only shows a zero area child patch error, which can't be related, as it only appears on time while the problems appears more than once...
This also means that there are no leaks. (But if there's one, it's completely invisible and probably un-fixable)
I've got several hypotheses on why this happens:
I've been working for about 2 to 3 months on a payload map that has multiple hallways leading to big open areas.
In order to add some WOW, I've decided to add cured hallways (using this Valve tutorial) on some of them.
Using the arch tool was fine, the generated geometry was nice, no problems whatsoever...
However, when it came to texturing, problems happened : Even with the all-mighty alt, I was unable to properly align the textures (concrete/computerwall003e on RED and concrete/computerwall005a on BLU ) so that it looks seamless all across.
So, I've said : "Screw it, i'm doing this the hard way!"
By the look of it, the textures seems pretty much aligned, once I've toyed around with their coordinates.
But once computed, the lighting seems to be off and have an offset.
The thing is that it's only the lighting, not the actual texture, as I've used landmarks on the texture to help me align each textures to its neighbor...
Also, I've used smoothing groups of size 16 for all these corners and the connected straight walls...
There's some screenshots:
And here is a full compile log:
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.vmf"
Valve Software - vbsp.exe (Oct 14 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_vapor/brick/blendcobbletocobblesnow001_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 622 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/aestetics*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/aestetics*.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 (1) (1202050 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8790 texinfos to 3926
Reduced 403 texdatas to 305 (17862 bytes to 12687)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp
Wrote ZIP buffer, estimated size 8663652, actual size 8600860
4 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor"
Valve Software - vvis.exe (Oct 14 2017)
8 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.prt
1793 portalclusters
5048 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 (78)
Optimized: 7336 visible clusters (1.25%)
Total clusters visible: 588311
Average clusters visible: 328
Building PAS...
Average clusters audible: 1038
visdatasize:514651 compressed from 831952
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp
1 minute, 18 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor"
Valve Software - vrad.exe SSE (Oct 14 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
[Reading texlights from 'c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.rad']
[7 texlights parsed from 'c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.rad']
Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp
Setting up ray-trace acceleration structure... Done (2.30 seconds)
12203 faces
11 degenerate faces
3071559 square feet [442304576.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12192 patches before subdivision
zero area child patch
161586 patches after subdivision
sun extent from map=0.000000
4205 direct lights
BuildFacelights: 0.. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
.1...2...3...4...5...6...7...8...9...10 (192)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 15171364, max 959
transfer lists: 115.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1295369, 838099, 1078176)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(450831, 264514, 341698)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(178598, 89961, 112524)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(72410, 32324, 39595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(32151, 12550, 14821)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(14110, 4853, 5627)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(6709, 2074, 2342)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(3099, 854, 954)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1543, 395, 437)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(738, 172, 190)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(379, 85, 94)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(186, 38, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(98, 20, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(49, 9, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(26, 5, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(13, 2, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(7, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(4, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(2, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0402 sec>
FinalLightFace: 0.. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
.1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
788 of 3388 (23% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (33)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 166/1024 7968/49152 (16.2%)
brushes 3428/8192 41136/98304 (41.8%)
brushsides 26306/65536 210448/524288 (40.1%)
planes 15132/65536 302640/1310720 (23.1%)
vertexes 20194/65536 242328/786432 (30.8%)
nodes 4848/65536 155136/2097152 ( 7.4%)
texinfos 3926/12288 282672/884736 (31.9%)
texdata 305/2048 9760/65536 (14.9%)
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 12203/65536 683368/3670016 (18.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8636/65536 483616/3670016 (13.2%)
leaves 5015/65536 160480/2097152 ( 7.7%)
leaffaces 15171/65536 30342/131072 (23.1%)
leafbrushes 7275/65536 14550/131072 (11.1%)
areas 37/256 296/2048 (14.5%)
surfedges 90717/512000 362868/2048000 (17.7%)
edges 54789/256000 219156/1024000 (21.4%)
LDR worldlights 4205/8192 370040/720896 (51.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 1006/32768 10060/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16032/65536 32064/131072 (24.5%)
cubemapsamples 103/1024 1648/16384 (10.1%)
overlays 180/512 63360/180224 (35.2%)
LDR lightdata [variable] 15357588/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 514651/16777216 ( 3.1%)
entdata [variable] 528929/393216 (134.5%) VERY FULL!
LDR ambient table 5015/65536 20060/262144 ( 7.7%)
HDR ambient table 5015/65536 20060/262144 ( 7.7%)
LDR leaf ambient 30449/65536 852572/1835008 (46.5%)
HDR leaf ambient 5015/65536 140420/1835008 ( 7.7%)
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] 1/89316 ( 0.0%)
pakfile [variable] 8600860/0 ( 0.0%)
physics [variable] 1202050/4194304 (28.7%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 31790
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp
4 minutes, 6 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_vapor.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -sw -dev -console -allowdebug +map "pl_vapor" -steam
A quick analysis on Interlopers.net only shows a zero area child patch error, which can't be related, as it only appears on time while the problems appears more than once...
This also means that there are no leaks. (But if there's one, it's completely invisible and probably un-fixable)
I've got several hypotheses on why this happens:
- I've used areaportals to seal those hallways, so I've made the straight walls world brushes and made enclosing world brushes shells (with nodraw textures inside) around the curved func_details. Maybe there's a difference on how each type of brush has its lighting calculated, which would really surprise me, as once geometry is drawn.
- Maybe those textures just LOOKS like there align, but they're actual not...
- I've also added tubes on my maps, and I've had problems texturing them too. So I've loaded up sdk_ctf_2fort.vmf (those sewers tubes seems nicely textured) and copied those textures coordinates to my tubes (using alt+right click) and just change the actual texture. This seemed to worked. Maybe I've got to do something similar with those corners? (BTW: those texture got weird coordinates... maybe someone at Valve already gone through what I'm going through?)
- Maybe the smoothing group won't include all of those faces due to angle and stuffs...
- Maybe it's my lighting sucks? (still WiP)
- I see this line a lot in the logs : warning - face vectors parallel to face normal. bad lighting will be produced. Maybe this has something to do with it... but i'm not sure...
Last edited: