those simple questions thread...

Any aspects of level design for the Source engine.

Re: those simple questions thread...

Postby Ark11 on Mon May 07, 2012 9:49 pm

Gary wrote:Last I checked you are not supposed to use env_cascade_light in your map. It's done automatically based on your light_env settings.

I originally just had the light_environment, but this issue happened then too. So I added the env_light_cascade but the problem still persists.
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Re: those simple questions thread...

Postby nub on Mon May 07, 2012 10:14 pm

Is it possible to lock verts in 3DS Max so they don't move from their position while editing other verts?
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Re: those simple questions thread...

Postby nub on Mon May 07, 2012 10:21 pm

Dives wrote:This is one of the blend textures from the beta.
Code: Select all
WorldVertexTransition
{
$basetexture "ground/snow01"
$basetexture2 "concrete/blacktop_ext_01"

$envmapmask "ground\snow01_envmask"
$surfaceprop snow
$surfaceprop2 concrete
$blendmodulatetexture "ground/office_snow_blacktop_blendmod"
}


It looks ordinary.


Well, shit. Do blend textures render properly in Hammer for anyone else (CSGO Beta SDK)? Maybe the fact that my textures are an older VTF version are the cause?
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Re: those simple questions thread...

Postby MaK on Tue May 08, 2012 4:10 am

Mine work perfectly fine.
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Re: those simple questions thread...

Postby Dr. Delta on Tue May 08, 2012 5:54 am

nub wrote:Is it possible to lock verts in 3DS Max so they don't move from their position while editing other verts?


Interesting question, not that I know how you would do that. Why are you asking, if I may ask?
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Re: those simple questions thread...

Postby nub on Wed May 09, 2012 12:37 am

Dr. Delta wrote:Interesting question, not that I know how you would do that. Why are you asking, if I may ask?

I was gonna try and model a cliff side via the displace modifier and a heightmap for a rock texture I have, but I wanted the ends of the cliff to be "seamless" so you could repeat them without gaps and whatnot. However, I don't think I'll even bother with it at this point.

MaK wrote:Mine work perfectly fine.

I figured out the issue. The 3D View "textured shaded polygons" render mode is currently broken. It doesn't render shaded polygons, and it breaks blend textures. Possibly does other funky shit that I haven't witnessed yet.
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Re: those simple questions thread...

Postby TheEternalSage on Sun May 13, 2012 3:22 am

I hate to sound like a total N00b, but in reality I am. With Custom decals, why, even when I follow the tutorial EXACTLY, does it still not show up ingame OR in Hammer? The coding for it is:

"LightmappedGeneric"
{
"$basetexture" "PB_textures/Electro"
"$decal" "1"
"$translucent" 1
}

However it still just FAILS >:L
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Re: those simple questions thread...

Postby Jordash on Sun May 13, 2012 4:08 am

Does it show up as purple checkerboard or can you not even find the texture?
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Re: those simple questions thread...

Postby TheEternalSage on Sun May 13, 2012 10:35 am

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Re: those simple questions thread...

Postby Jordash on Sun May 13, 2012 10:47 am

Double check your folder and file names, otherwise it might be a VTF error, the rest of your syntax seems fine. It's also best practice to only use lowercase letters, its a good habbit to get into.
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Re: those simple questions thread...

Postby Dives on Mon May 14, 2012 9:43 pm

I've been having an issue where light is casting straight through some world brushes like they don't exist. The brushwork is clean and on-grid, and my compile log is error free. Anyone else ever experience this? It doesn't happen if I disable t-junction fixups with the -notjunc command.

Image

Code: Select all
materialPath: e:\games\steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.vmf
"materials/splash/glasswindow_refract01.vtf": cached version doesn't exist
"materials/splash/non_existant_texture.vtf": cached version doesn't exist
Patching WVT material: maps/splash1/de_cbble/grassdirt_blend_wvt_patch
Patching WVT material: maps/splash1/de_train/blendgraveldirt001a_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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4434 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.prt...Building visibility clusters...
done (0)
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 (3) (2820472 bytes)
Cannot build Physics2 data
                                                             -----------
DataLinker total stream size                                     0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 21553 texinfos to 8261
Reduced 996 texdatas to 860 (41703 bytes to 36867)
Writing e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.bsp
19 seconds elapsed



8 threads
reading e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.bsp
max farz in all env_fog_controller entities: 19000.000000 (used for radial vis)
reading e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.prt
1381 portalclusters
3477 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 2926 visible clusters (0.00%)
Total clusters visible: 496084
Average clusters visible: 359
Building PAS...
Average clusters audible: 940
visdatasize:353203  compressed from 486112
writing e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.bsp
3 minutes, 40 seconds elapsed



[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

[Reading texlights from 'splash.rad']
[2 texlights parsed from 'splash.rad']

Loading e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.bsp
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03_mip0.vtf
Loaded alpha texture materials\models\props_foliage\hedge_128.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03_mip0.vtf
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches02.vtf
Loaded alpha texture materials\models\props_street\police_barricade.vtf
Loaded alpha texture materials\splash\beige_lattice.vtf
Loaded alpha texture materials\splash\beige_lattice.vtf
Loaded alpha texture materials\models\props_plants\bushB.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches02_mip0.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03_mip0.vtf
Loaded alpha texture materials\models\props_foliage\cedar01_mip0.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03_mip0.vtf
Loaded alpha texture materials\gm_forest\brg_eik_brn2.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches02_mip0.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches02_mip0.vtf
Loaded alpha texture materials\Metal\metaltruss002a.vtf
22554 faces
15 degenerate faces
3311248 square feet [476819840.00 square inches]
555 Displacements
128390 Square Feet [18488224.00 Square Inches]
22539 patches before subdivision
108411 patches after subdivision
171 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 14796620, max 1937
transfer lists: 112.9 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(205937, 121516, 78564)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(36245, 20437, 11997)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(9508, 5116, 2774)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(3265, 1664, 823)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(1261, 589, 264)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(520, 224, 91)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(226, 88, 32)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(99, 35, 11)
0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(45, 14, 4)
0...1...2...3...4...5...6...7...8...9...10   Bounce #10 added RGB(20, 6, 2)
0...1...2...3...4...5...6...7...8...9...10   Bounce #11 added RGB(10, 3, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #12 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #13 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0560 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                 311/1024        14928/49152    (30.4%)
brushes               7287/8192        87444/98304    (89.0%) VERY FULL!
brushsides           57857/65536      462856/524288   (88.3%) VERY FULL!
planes               43384/65536      867680/1310720  (66.2%)
vertexes             47615/65536      571380/786432   (72.7%)
nodes                 9374/65536      299968/2097152  (14.3%)
texinfos              8261/12288      594792/884736   (67.2%)
texdata                860/2048        27520/65536    (42.0%)
dispinfos              555/0           97680/0        ( 0.0%)
disp_verts           15163/0          303260/0        ( 0.0%)
disp_tris            19968/0           39936/0        ( 0.0%)
disp_lmsamples      150604/0          150604/0        ( 0.0%)
faces                22554/65536     1263024/3670016  (34.4%)
hdr faces            22554/65536     1263024/3670016  (34.4%)
origfaces            18283/65536     1023848/3670016  (27.9%)
leaves                9686/65536      309952/2097152  (14.8%)
leaffaces            26676/65536       53352/131072   (40.7%)
leafbrushes          13178/65536       26356/131072   (20.1%)
areas                   23/256           184/2048     ( 9.0%)
surfedges           186375/512000     745500/2048000  (36.4%)
edges               125940/256000     503760/1024000  (49.2%)
LDR worldlights          0/8192            0/819200   ( 0.0%)
HDR worldlights        171/8192        17100/819200   ( 2.1%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips           2825/32768       28250/327680   ( 8.6%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         58218/65536      116436/131072   (88.8%) VERY FULL!
cubemapsamples          65/1024         1040/16384    ( 6.3%)
overlays               109/512         38368/180224   (21.3%)
LDR lightdata         [variable]           0/0        ( 0.0%)
HDR lightdata         [variable]     6684840/0        ( 0.0%)
visdata               [variable]      353203/16777216 ( 2.1%)
entdata               [variable]      548785/393216   (139.6%) VERY FULL!
LDR ambient table     9686/65536       38744/262144   (14.8%)
HDR ambient table     9686/65536       38744/262144   (14.8%)
LDR leaf ambient      9686/65536      271208/1835008  (14.8%)
HDR leaf ambient     34947/65536      978516/1835008  (53.3%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
Prop Hull Verts          0/0               0/0        ( 0.0%)
Prop Hull Blob           0/0               0/0        ( 0.0%)
Prop Hull Lists          0/0               0/0        ( 0.0%)
Prop Hulls               0/0               0/0        ( 0.0%)
Prop Hull trilist        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/238746   ( 0.0%)
pakfile               [variable]     6640756/0        ( 0.0%)
physics               [variable]     2820472/4194304  (67.2%)
physics terrain       [variable]       84759/1048576  ( 8.1%)

Level flags = 2

Total triangle count: 67669
Writing e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.bsp
14 minutes, 19 seconds elapsed
Current project: Journey to Splash Mountain [L4D2]
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Re: those simple questions thread...

Postby MacKenzie on Mon May 14, 2012 9:48 pm

Dives wrote:I've been having an issue where light is casting straight through some world brushes like they don't exist. The brushwork is clean and on-grid, and my compile log is error free. Anyone else ever experience this? It doesn't happen if I disable t-junction fixups with the -notjunc command.

Image

Code: Select all
materialPath: e:\games\steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.vmf
"materials/splash/glasswindow_refract01.vtf": cached version doesn't exist
"materials/splash/non_existant_texture.vtf": cached version doesn't exist
Patching WVT material: maps/splash1/de_cbble/grassdirt_blend_wvt_patch
Patching WVT material: maps/splash1/de_train/blendgraveldirt001a_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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4434 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.prt...Building visibility clusters...
done (0)
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 (3) (2820472 bytes)
Cannot build Physics2 data
                                                             -----------
DataLinker total stream size                                     0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 21553 texinfos to 8261
Reduced 996 texdatas to 860 (41703 bytes to 36867)
Writing e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.bsp
19 seconds elapsed



8 threads
reading e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.bsp
max farz in all env_fog_controller entities: 19000.000000 (used for radial vis)
reading e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.prt
1381 portalclusters
3477 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 2926 visible clusters (0.00%)
Total clusters visible: 496084
Average clusters visible: 359
Building PAS...
Average clusters audible: 940
visdatasize:353203  compressed from 486112
writing e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.bsp
3 minutes, 40 seconds elapsed



[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

[Reading texlights from 'splash.rad']
[2 texlights parsed from 'splash.rad']

Loading e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.bsp
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03_mip0.vtf
Loaded alpha texture materials\models\props_foliage\hedge_128.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03_mip0.vtf
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches02.vtf
Loaded alpha texture materials\models\props_street\police_barricade.vtf
Loaded alpha texture materials\splash\beige_lattice.vtf
Loaded alpha texture materials\splash\beige_lattice.vtf
Loaded alpha texture materials\models\props_plants\bushB.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches02_mip0.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03_mip0.vtf
Loaded alpha texture materials\models\props_foliage\cedar01_mip0.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03_mip0.vtf
Loaded alpha texture materials\gm_forest\brg_eik_brn2.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches02_mip0.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches02_mip0.vtf
Loaded alpha texture materials\Metal\metaltruss002a.vtf
22554 faces
15 degenerate faces
3311248 square feet [476819840.00 square inches]
555 Displacements
128390 Square Feet [18488224.00 Square Inches]
22539 patches before subdivision
108411 patches after subdivision
171 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 14796620, max 1937
transfer lists: 112.9 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(205937, 121516, 78564)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(36245, 20437, 11997)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(9508, 5116, 2774)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(3265, 1664, 823)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(1261, 589, 264)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(520, 224, 91)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(226, 88, 32)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(99, 35, 11)
0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(45, 14, 4)
0...1...2...3...4...5...6...7...8...9...10   Bounce #10 added RGB(20, 6, 2)
0...1...2...3...4...5...6...7...8...9...10   Bounce #11 added RGB(10, 3, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #12 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #13 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0560 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                 311/1024        14928/49152    (30.4%)
brushes               7287/8192        87444/98304    (89.0%) VERY FULL!
brushsides           57857/65536      462856/524288   (88.3%) VERY FULL!
planes               43384/65536      867680/1310720  (66.2%)
vertexes             47615/65536      571380/786432   (72.7%)
nodes                 9374/65536      299968/2097152  (14.3%)
texinfos              8261/12288      594792/884736   (67.2%)
texdata                860/2048        27520/65536    (42.0%)
dispinfos              555/0           97680/0        ( 0.0%)
disp_verts           15163/0          303260/0        ( 0.0%)
disp_tris            19968/0           39936/0        ( 0.0%)
disp_lmsamples      150604/0          150604/0        ( 0.0%)
faces                22554/65536     1263024/3670016  (34.4%)
hdr faces            22554/65536     1263024/3670016  (34.4%)
origfaces            18283/65536     1023848/3670016  (27.9%)
leaves                9686/65536      309952/2097152  (14.8%)
leaffaces            26676/65536       53352/131072   (40.7%)
leafbrushes          13178/65536       26356/131072   (20.1%)
areas                   23/256           184/2048     ( 9.0%)
surfedges           186375/512000     745500/2048000  (36.4%)
edges               125940/256000     503760/1024000  (49.2%)
LDR worldlights          0/8192            0/819200   ( 0.0%)
HDR worldlights        171/8192        17100/819200   ( 2.1%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips           2825/32768       28250/327680   ( 8.6%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         58218/65536      116436/131072   (88.8%) VERY FULL!
cubemapsamples          65/1024         1040/16384    ( 6.3%)
overlays               109/512         38368/180224   (21.3%)
LDR lightdata         [variable]           0/0        ( 0.0%)
HDR lightdata         [variable]     6684840/0        ( 0.0%)
visdata               [variable]      353203/16777216 ( 2.1%)
entdata               [variable]      548785/393216   (139.6%) VERY FULL!
LDR ambient table     9686/65536       38744/262144   (14.8%)
HDR ambient table     9686/65536       38744/262144   (14.8%)
LDR leaf ambient      9686/65536      271208/1835008  (14.8%)
HDR leaf ambient     34947/65536      978516/1835008  (53.3%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
Prop Hull Verts          0/0               0/0        ( 0.0%)
Prop Hull Blob           0/0               0/0        ( 0.0%)
Prop Hull Lists          0/0               0/0        ( 0.0%)
Prop Hulls               0/0               0/0        ( 0.0%)
Prop Hull trilist        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/238746   ( 0.0%)
pakfile               [variable]     6640756/0        ( 0.0%)
physics               [variable]     2820472/4194304  (67.2%)
physics terrain       [variable]       84759/1048576  ( 8.1%)

Level flags = 2

Total triangle count: 67669
Writing e:\games\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\splash1.bsp
14 minutes, 19 seconds elapsed

is your ceiling any sort of entity? Also is the outside roof of it textured in nodraw or any other transparent texture?
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Re: those simple questions thread...

Postby Dives on Mon May 14, 2012 9:58 pm

All the walls, ceiling, and floor you see here are world brushes, no entities. The outside of the building is nodraw, but I've tried texturing it and it makes no difference.

Its sorta strange because I can be work working on other, far away parts of the map, and this lighting issue will stop spontaneously on one compile, then begin again with another compile. Even when I haven't touched the area.

The lighting issue not happening when I disable t-junction fixups suggests that some of the brush faces are being merged poorly, at least from vrad's perspective. I have deleted and recreated the brushes of the walls and ceiling several times but it continues to happen.
Current project: Journey to Splash Mountain [L4D2]
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Re: those simple questions thread...

Postby joe_rogers_11155 on Mon May 14, 2012 10:39 pm

it is the inexplicable errors like that that make me loathe the source engine even though i am such a huge personel fan
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Here's another project of mine... Assault on Overwatch
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Re: those simple questions thread...

Postby Gambini on Mon May 14, 2012 11:38 pm

By any chance a hidden face of those brushes is textured either with skybox or with any transparent/alphatest texture?

You know only one small face of a large brush textured that way will make it completely innefective at blocking light/receiving bullet decals.
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