I recently downloaded a custom model to use in my map and it shows up fine in Hammer, but when I compile the map and run it, the texture looks weird. It's a model of a torch and I can see the wood grain but on top of that texture is another translucent one that shows a black/silver checkerboard. I'm thinking this is the bump/cube map issue.
I triple checked to make sure every file was installed correctly, I even ran a buildcubemaps and restarted the game with no luck.
If I set it as a prop_static, the prop shows up as invisible in-game. If I set it to a prop_dynamic however, it shows up but has the translucent checkerboard texture on the outer part of the prop. I can remove the cubemap/bumpmap parts of the VMT file to get rid of this problem, but light doesn't reflect properly off the models at that point.
I've also tried to use a different type of light such as light_spot, but then the checkerboard texture just becomes opaque and I cannot see the wood texture underneath.
Here's a couple screenshots of my issue:
prop_dynamic with a lightspot above the prop:
prop_dynamic with a regular light entity:
I didn't grab a screen of the prop_static because it's just invisible. I also tried propdynamicoverride and propphysicsoverride with no luck as well as testing with the prop not touching the wall.
The game I'm mapping for is Fortress Forever and uses Source SDK Base 2006.
My compile log:
- Code: Select all
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\whaaaaat\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever" "c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\sourcemods\FortressForever\materials
Loading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10.vmf
Can't find surfaceprop Stone for material VBD/PACK 1 FLOORS/VBD_TILE_W_STONE001, using default
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...
Merged 198 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (308771 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 805 texinfos to 415
Reduced 43 texdatas to 35 (1277 bytes to 929)
Writing c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\whaaaaat\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever" "c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10"
Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10.prt
350 portalclusters
1015 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 (27)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 161 visible clusters (0.00%)
Total clusters visible: 44545
Average clusters visible: 127
Building PAS...
Average clusters audible: 339
visdatasize:31215 compressed from 33600
writing c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10.bsp
27 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\whaaaaat\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever" "c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\whaaaaat\sourcesdk\bin\ep1\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10.bsp
2665 faces
3 degenerate faces
265015 square feet [38162216.00 square inches]
8 displacements
1993 square feet [287009.13 square inches]
2662 patches before subdivision
27719 patches after subdivision
42 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (49)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 2920084, max 559
transfer lists: 22.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(93702, 86412, 74215)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10510, 8449, 5621)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2041, 1577, 961)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(342, 238, 114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(72, 49, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(14, 9, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0173 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 34/1024 1632/49152 ( 3.3%)
brushes 725/8192 8700/98304 ( 8.9%)
brushsides 6612/65536 52896/524288 (10.1%)
planes 4728/65536 94560/1310720 ( 7.2%)
vertexes 4967/65536 59604/786432 ( 7.6%)
nodes 997/65536 31904/2097152 ( 1.5%)
texinfos 415/12288 29880/884736 ( 3.4%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 8/0 1408/0 ( 0.0%)
disp_verts 2312/0 46240/0 ( 0.0%)
disp_tris 4096/0 8192/0 ( 0.0%)
disp_lmsamples 4951/0 4951/0 ( 0.0%)
faces 2665/65536 149240/3670016 ( 4.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2045/65536 114520/3670016 ( 3.1%)
leaves 1032/65536 33024/2097152 ( 1.6%)
leaffaces 3196/65536 6392/131072 ( 4.9%)
leafbrushes 1546/65536 3092/131072 ( 2.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20796/512000 83184/2048000 ( 4.1%)
edges 13077/256000 52308/1024000 ( 5.1%)
LDR worldlights 42/8192 3696/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 236/32768 2360/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3918/65536 7836/131072 ( 6.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 827068/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 31215/16777216 ( 0.2%)
entdata [variable] 24651/393216 ( 6.3%)
LDR leaf ambient 1032/65536 24768/1572864 ( 1.6%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/1452 ( 0.1%)
pakfile [variable] 21706/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 308771/4194304 ( 7.4%)
==== Total Win32 BSP file data space used: 2035288 bytes ====
Total triangle count: 6982
Writing c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10.bsp
1 minute, 2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\deadzone_a10.bsp" "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever\maps\deadzone_a10.bsp"
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\whaaaaat\sourcesdk\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever" +map "deadzone_a10"





