CSGO : Weird pattern when compiling

Any aspects of level design for the Source engine.

CSGO : Weird pattern when compiling

Postby leoviale on Mon Sep 15, 2014 7:30 am

Hey guys, I have an old map that I'm trying to "recycle" for GO, I managed to recover and fix almost everything, but when compiling I get this weird patter on the shadows. I figured that it only happens if I compile with HDR. I'm running out of ideas, so maybe someone has experienced something similar and can give me a hand?

Thanks!

Image

BTW, here's the log:

Code: Select all


CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_butterfly/knife_butterfly.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_flip/knife_flip.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_gut/knife_gut.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_karam/karam.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_m9_bay/knife_m9_bay.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_t/knife_t.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_tactical/knife_tactical.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m249para/m249.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt.
materialPath: D:\Games\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading d:\valve\mapas\de_ips\de_ips.vmf
Map revision 2566
Material not found!: GLASS/GLASSWINDOW055A
Material not found!: METAL/METALDOOR016A
Material not found!: CS_ITALY/COBBLE03
Material not found!: PLASTER/PLASTERCEILING002B
Material not found!: CONCRETE/CONCRETEWALL059B
Material not found!: CONCRETE/CONCRETEWALL059A
Material not found!: CONCRETE/CONCRETEWALL002A
Material not found!: DE_CHATEAU/CEILING02
Material not found!: HALFLIFE/STEEL
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 1150 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\valve\mapas\de_ips\de_ips.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 (0) (505294 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
..9...10
Compacting texture/material tables...
Reduced 2038 texinfos to 1268
Reduced 170 texdatas to 140 (5666 bytes to 4907)
Writing d:\valve\mapas\de_ips\de_ips.bsp
1 second elapsed



8 threads
reading d:\valve\mapas\de_ips\de_ips.bsp
reading d:\valve\mapas\de_ips\de_ips.prt
 266 portalclusters
 777 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1365 visible clusters (0.00%)
Total clusters visible: 57355
Average clusters visible: 215
Building PAS...
Average clusters audible: 262
visdatasize:19974  compressed from 21280
writing d:\valve\mapas\de_ips\de_ips.bsp
0 seconds elapsed



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

Loading d:\valve\mapas\de_ips\de_ips.bsp
Loaded alpha texture materials\Models\props_c17\fence_alpha.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches02.vtf
3957 faces
156204 square feet [22493474.00 square inches]
12 Displacements
2371 Square Feet [341474.31 Square Inches]
3957 patches before subdivision
41835 patches after subdivision
15 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 5948704, max 862
transfer lists:  45.4 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(311779, 293372, 236695)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(70660, 62210, 43555)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(19610, 16313, 10210)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(6496, 5147, 2911)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(2375, 1809, 942)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(942, 693, 334)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(393, 280, 125)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(170, 117, 49)
0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(75, 51, 19)
0...1...2...3...4...5...6...7...8...9...10   Bounce #10 added RGB(34, 22, 8)
0...1...2...3...4...5...6...7...8...9...10   Bounce #11 added RGB(16, 10, 3)
0...1...2...3...4...5...6...7...8...9...10   Bounce #12 added RGB(7, 4, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #13 added RGB(3, 2, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #14 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0076 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                  24/1024         1152/49152    ( 2.3%)
brushes               1435/8192        17220/98304    (17.5%)
brushsides            9804/65536       78432/524288   (15.0%)
planes                3922/65536       78440/1310720  ( 6.0%)
vertexes              8483/65536      101796/786432   (12.9%)
nodes                 1358/65536       43456/2097152  ( 2.1%)
texinfos              1268/12288       91296/884736   (10.3%)
texdata                140/2048         4480/65536    ( 6.8%)
dispinfos               12/0            2112/0        ( 0.0%)
disp_verts             916/0           18320/0        ( 0.0%)
disp_tris             1440/0            2880/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples       15032/0           15032/0        ( 0.0%)
faces                 3957/65536      221592/3670016  ( 6.0%)
hdr faces             3957/65536      221592/3670016  ( 6.0%)
origfaces             3002/65536      168112/3670016  ( 4.6%)
facebrushes           1051/0            2102/0        ( 0.0%)
facebrushlists        3957/0           15828/0        ( 0.0%)
leaves                1383/65536       44256/2097152  ( 2.1%)
leaffaces             4995/65536        9990/131072   ( 7.6%)
leafbrushes           2591/65536        5182/131072   ( 4.0%)
areas                    2/1024           16/8192     ( 0.2%)
surfedges            31534/512000     126136/2048000  ( 6.2%)
edges                20636/256000      82544/1024000  ( 8.1%)
LDR worldlights          0/8192            0/819200   ( 0.0%)
HDR worldlights         15/8192         1500/819200   ( 0.2%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            606/32768        6060/327680   ( 1.8%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         11838/65536       23676/131072   (18.1%)
cubemapsamples          20/1024          320/16384    ( 2.0%)
overlays                 4/1024         1408/360448   ( 0.4%)
LDR lightdata         [variable]           0/0        ( 0.0%)
HDR lightdata         [variable]     4196871/0        ( 0.0%)
visdata               [variable]       19974/16777216 ( 0.1%)
entdata               [variable]       55954/393216   (14.2%)
LDR ambient table     1383/65536        5532/262144   ( 2.1%)
HDR ambient table     1383/65536        5532/262144   ( 2.1%)
LDR leaf ambient      1383/65536       38724/1835008  ( 2.1%)
HDR leaf ambient      3383/65536       94724/1835008  ( 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]           1/7702     ( 0.0%)
pakfile               [variable]     1902640/0        ( 0.0%)
physics               [variable]      505294/4194304  (12.0%)
physics terrain       [variable]         932/1048576  ( 0.1%)

Level flags = 6

Total triangle count: 11637
Writing d:\valve\mapas\de_ips\de_ips.bsp
1 minute, 32 seconds elapsed
leoviale
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Re: CSGO : Weird pattern when compiling

Postby marnamai on Mon Sep 15, 2014 11:17 am

Do not use named, switchable or lights with effects.
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Re: CSGO : Weird pattern when compiling

Postby leoviale on Mon Sep 15, 2014 11:12 pm

I don't think I am, I'll double check though. But if that's the case, wouldn't the LDR compile be experiencing the same issues? I also tried compiling HDR without -TextureShadows -StaticPropPolys -StaticPropLighting and it's almost gone. I say almost because I think I can still see some bits like very very subtle here and there.
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Re: CSGO : Weird pattern when compiling

Postby leoviale on Tue Sep 16, 2014 3:31 am

marnamai wrote:Do not use named, switchable or lights with effects.


Thank you sir! I found it, there was a light in a very odd place that had a flickering effect, this caused this weird pattern everywhere. The weird thing though is that I hid all the lights using the Auto hide options and this "light" object wasn't been affected. Anyways, now it's fixed :-D

Thanks again!
leoviale
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Re: CSGO : Weird pattern when compiling

Postby Sathor on Sun Sep 21, 2014 8:31 am

leoviale wrote:
marnamai wrote:Do not use named, switchable or lights with effects.


Thank you sir! I found it, there was a light in a very odd place that had a flickering effect, this caused this weird pattern everywhere. The weird thing though is that I hid all the lights using the Auto hide options and this "light" object wasn't been affected. Anyways, now it's fixed :-D

Thanks again!


I just created an empty map (CSGO) to confirm this ... strange.

I placed a light, another light, which I set to "Gentle Pulse", and a light_spot.

ONLY the light_spot was affected by the Auto-Group "Lights"

Then I cross-checked with my map "Binnenhof", and the same thing happens. But I am almost sure it worked before ... so maybe a recent update (there were some) caused this ... :?
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Re: CSGO : Weird pattern when compiling

Postby marnamai on Sun Sep 21, 2014 4:20 pm

nope, it's been there since the beginning, csgo's overhauled lighting/shadows do not allow for "dynamic lights" outside of the light_environment
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