There is no leak, and nothing comes up when checked for compile errors
The custom materials I'm using show up correctly in hammer, and they show up correctly in game, lighting/shading/self illumination all work properly, as long as they are not used on world geometry.
In this particular example, I've textured a cube of 6 brushes with "DN3D\door_001"
The .vmt is as follows:
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "DN3D\door_001"
"$surfaceprop" "solidmetal"
}
Located at cstrike\materials\DN3D\
The .vtf was created by importing a .tga with Normal DXT1 / Alpha DXT5, create mipmaps checked, v7.2 of VTFEdit
The .tga has no alpha or translucency
When compiled with this custom texture, VRAD does 100 bounces and the map ends up fullbright, in addition to lights added
When compiled with a default texture, VRAD does 5 bounces and the map appears as it should
All flags aside from "Eight Bit Alpha (format specific)" are unchecked
Example map in hammer:
"door_001" in game:
Same map but with "dev_measuregeneric01b"
Another map with "door_001" on a func_detail
dev_measuregeneric01b compile log
- Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube.vmf"
Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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 (0) (2408 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6 texinfos to 4
Reduced 2 texdatas to 2 (44 bytes to 44)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube"
Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\source sdk\test\test_cube.bsp
reading c:\program files (x86)\steam\steamapps\common\source sdk\test\test_cube.prt
1 portalclusters
0 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\program files (x86)\steam\steamapps\common\source sdk\test\test_cube.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube"
Valve Software - vrad.exe SSE (May 14 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\source sdk\test\test_cube.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
6 faces
2730 square feet [393216.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6 patches before subdivision
762 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 60552, max 182
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2844, 2778, 2778)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(320, 305, 305)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(36, 34, 34)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4, 4, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0001 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 36/65536 720/1310720 ( 0.1%)
vertexes 9/65536 108/786432 ( 0.0%)
nodes 8/65536 256/2097152 ( 0.0%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 6/65536 336/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 10/65536 320/2097152 ( 0.0%)
leaffaces 6/65536 12/131072 ( 0.0%)
leafbrushes 6/65536 12/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 48/512000 192/2048000 ( 0.0%)
edges 25/256000 100/1024000 ( 0.0%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 597/393216 ( 0.2%)
LDR ambient table 10/65536 40/262144 ( 0.0%)
HDR ambient table 10/65536 40/262144 ( 0.0%)
LDR leaf ambient 16/65536 448/1835008 ( 0.0%)
HDR leaf ambient 10/65536 280/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 211268/0 ( 0.0%)
physics [variable] 2408/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 12
Writing c:\program files (x86)\steam\steamapps\common\source sdk\test\test_cube.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\test_cube.bsp"
"door_001" compile log
- Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube.vmf"
Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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 (0) (2410 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6 texinfos to 4
Reduced 2 texdatas to 2 (32 bytes to 32)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube"
Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\source sdk\test\test_cube.bsp
reading c:\program files (x86)\steam\steamapps\common\source sdk\test\test_cube.prt
1 portalclusters
0 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\program files (x86)\steam\steamapps\common\source sdk\test\test_cube.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube"
Valve Software - vrad.exe SSE (May 14 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\source sdk\test\test_cube.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
6 faces
2730 square feet [393216.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6 patches before subdivision
762 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 60552, max 182
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(25040, 25040, 25040)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(24781, 24781, 24781)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(24530, 24530, 24530)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(24284, 24284, 24284)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(24041, 24041, 24041)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(23800, 23800, 23800)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(23562, 23562, 23562)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(23327, 23327, 23327)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(23093, 23093, 23093)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(22862, 22862, 22862)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(22634, 22634, 22634)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(22407, 22407, 22407)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(22183, 22183, 22183)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(21962, 21962, 21962)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(21742, 21742, 21742)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(21524, 21524, 21524)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(21309, 21309, 21309)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(21096, 21096, 21096)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(20885, 20885, 20885)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(20676, 20676, 20676)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(20470, 20470, 20470)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(20265, 20265, 20265)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(20062, 20062, 20062)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(19862, 19862, 19862)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(19663, 19663, 19663)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(19466, 19466, 19466)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(19272, 19272, 19272)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(19079, 19079, 19079)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(18888, 18888, 18888)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(18699, 18699, 18699)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(18512, 18512, 18512)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(18327, 18327, 18327)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(18144, 18144, 18144)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(17963, 17963, 17963)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(17783, 17783, 17783)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(17605, 17605, 17605)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(17429, 17429, 17429)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(17255, 17255, 17255)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(17082, 17082, 17082)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(16911, 16911, 16911)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #41 added RGB(16742, 16742, 16742)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(16575, 16575, 16575)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #43 added RGB(16409, 16409, 16409)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(16245, 16245, 16245)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(16083, 16083, 16083)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #46 added RGB(15922, 15922, 15922)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #47 added RGB(15762, 15762, 15762)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #48 added RGB(15605, 15605, 15605)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #49 added RGB(15449, 15449, 15449)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #50 added RGB(15294, 15294, 15294)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #51 added RGB(15141, 15141, 15141)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #52 added RGB(14990, 14990, 14990)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #53 added RGB(14840, 14840, 14840)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #54 added RGB(14692, 14692, 14692)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #55 added RGB(14545, 14545, 14545)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #56 added RGB(14399, 14399, 14399)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #57 added RGB(14255, 14255, 14255)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #58 added RGB(14113, 14113, 14113)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #59 added RGB(13972, 13972, 13972)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #60 added RGB(13832, 13832, 13832)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #61 added RGB(13694, 13694, 13694)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #62 added RGB(13557, 13557, 13557)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #63 added RGB(13421, 13421, 13421)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #64 added RGB(13287, 13287, 13287)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #65 added RGB(13154, 13154, 13154)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #66 added RGB(13023, 13023, 13023)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #67 added RGB(12892, 12892, 12892)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #68 added RGB(12763, 12763, 12763)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #69 added RGB(12636, 12636, 12636)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #70 added RGB(12509, 12509, 12509)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #71 added RGB(12384, 12384, 12384)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #72 added RGB(12261, 12261, 12261)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #73 added RGB(12138, 12138, 12138)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #74 added RGB(12017, 12017, 12017)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #75 added RGB(11896, 11896, 11896)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #76 added RGB(11777, 11777, 11777)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #77 added RGB(11660, 11660, 11660)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #78 added RGB(11543, 11543, 11543)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #79 added RGB(11428, 11428, 11428)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #80 added RGB(11313, 11313, 11313)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #81 added RGB(11200, 11200, 11200)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #82 added RGB(11088, 11088, 11088)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #83 added RGB(10977, 10977, 10977)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #84 added RGB(10868, 10868, 10868)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #85 added RGB(10759, 10759, 10759)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #86 added RGB(10651, 10651, 10651)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #87 added RGB(10545, 10545, 10545)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #88 added RGB(10439, 10439, 10439)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #89 added RGB(10335, 10335, 10335)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #90 added RGB(10232, 10232, 10232)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #91 added RGB(10129, 10129, 10129)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #92 added RGB(10028, 10028, 10028)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #93 added RGB(9928, 9928, 9928)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #94 added RGB(9828, 9828, 9828)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #95 added RGB(9730, 9730, 9730)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #96 added RGB(9633, 9633, 9633)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #97 added RGB(9536, 9536, 9536)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #98 added RGB(9441, 9441, 9441)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #99 added RGB(9347, 9347, 9347)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #100 added RGB(9253, 9253, 9253)
Build Patch/Sample Hash Table(s).....Done<0.0001 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 36/65536 720/1310720 ( 0.1%)
vertexes 9/65536 108/786432 ( 0.0%)
nodes 8/65536 256/2097152 ( 0.0%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 6/65536 336/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 10/65536 320/2097152 ( 0.0%)
leaffaces 6/65536 12/131072 ( 0.0%)
leafbrushes 6/65536 12/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 48/512000 192/2048000 ( 0.0%)
edges 25/256000 100/1024000 ( 0.0%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 597/393216 ( 0.2%)
LDR ambient table 10/65536 40/262144 ( 0.0%)
HDR ambient table 10/65536 40/262144 ( 0.0%)
LDR leaf ambient 1/65536 28/1835008 ( 0.0%)
HDR leaf ambient 10/65536 280/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 211268/0 ( 0.0%)
physics [variable] 2410/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 12
Writing c:\program files (x86)\steam\steamapps\common\source sdk\test\test_cube.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK\test\test_cube.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\test_cube.bsp"
Things I've tried:
Viewed in VTFEdit, the file type is listed as DXT5 - supposing this was a problem I recreated the .vmt with DXT1 selected for both Normal & Alpha, resulting in a .vmt which displayed DXT1, though this changed nothing
I created a duplicate of the texture in a different directory (without capital letters) in "cstrike\materials\maps\mapname\" and changed the associated directories in the .vmt and tried to compile again - same result
I recreated the .vtf using BGRA8888 instead, didn't change anything
Using the -final and -bounce 5 / -bounce "5"
Removed quotations from non-value portions of .vmt