Using Custom Textures to seal map borks VRAD

Any aspects of level design for the Source engine.

Using Custom Textures to seal map borks VRAD

Postby HERPDERPHURR on Wed Oct 08, 2014 5:06 am

The compile logs are below, VRAD ignores compile commands and does 100 light bounces when I use any custom material to seal the map, ending up in fullbright.

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:
Image

"door_001" in game:
Image

Same map but with "dev_measuregeneric01b"
Image

Another map with "door_001" on a func_detail
Image


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
HERPDERPHURR
Dumpling
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Joined: Wed Oct 08, 2014 4:28 am

Re: Using Custom Textures to seal map borks VRAD

Postby Gambini on Thu Oct 09, 2014 1:20 am

The first thing I´d try is saving those vmfs as DTX1 (compressed texture with no alpha). You don´t need an alpha channel at all unless you are using some kind of shader that makes use of it.
User avatar
Gambini
Sir Post-a-lot
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Joined: Mon Oct 20, 2008 1:52 am
Location: Buenos Aires, Argentina.

Re: Using Custom Textures to seal map borks VRAD

Postby HERPDERPHURR on Thu Oct 09, 2014 7:13 pm

The DXT1 that was being created always had the One Bit Alpha flag marked

I used Paint.net to instead to generate the vtf in dxt1 and it created a version without the alpha flag being marked, and it works correctly in game now

I think the problem was that even thought Pain.net does not support alpha channels, any format it uses that supports them is treated by VTFEdit as if it is using them - it also explains why the Normal and Alpha fields in VTFEdit seemed reversed for me [Normal DXT1/Alpha DXT5 would generate a DXT5, and Normal DXT5/Alpha DXT1 would generate a DXT1]

It would have been easier to resolve if VTFEdit would let you remove the One Bit Alpha flag from DXT1 but it seems to be locked

Thanks for your help~
HERPDERPHURR
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Joined: Wed Oct 08, 2014 4:28 am

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