Lights AND Water Aren't Working Properly!
Sept 22, 2010 22:00:13 GMT
Post by therealguymins on Sept 22, 2010 22:00:13 GMT
Now. When I look down, the water is normal. But when I look up, it shows the bottom water texture on top. Even if I'm not underwater. I have red lights, and white lights to make the map's lighting nice. But I've placed a couple of white lights underground in a tunnel (obviously) and only the prop_static's glow from their already-supposed-to-glow-iness. There is also a wierd wall that is pitch black, when there is a light in the room already.
Here are some pictures of the water thing. For the black wall, just imagine half-life/black on a wall.
www.megaupload.com/?d=A2A840WQ
If you see skybox problems, they don't matter. I don't have one. I'm using a black texture so it looks like night-time.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sleepcat2\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 (1)
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 6 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.prt...Building visibility clusters...
done (0)
material "skybox/sky_day01rt" not found.
Can't load skybox file skybox/sky_day01 to build the default cubemap!
Can't load skybox file skybox/sky_day01 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 (2) (391871 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2458 texinfos to 1786
Reduced 42 texdatas to 33 (1183 bytes to 746)
Writing C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp
7 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown"
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.prt
2749 portalclusters
10524 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 654275 visible clusters (0.00%)
Total clusters visible: 5512382
Average clusters visible: 2005
Building PAS...
Average clusters audible: 2748
visdatasize:1813034 compressed from 1891312
writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp
7 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp
Setting up ray-trace acceleration structure... Done (0.76 seconds)
8210 faces
1086210 square feet [156414304.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8210 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
115838 patches after subdivision
92 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (34)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (80)
transfers 37351131, max 1886
transfer lists: 285.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(58958, 17687, 5013)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23931, 2669, 255)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(11412, 430, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5448, 69, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2756, 12, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1366, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(712, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(362, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(194, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(101, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(56, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(30, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0796 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 (22)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 103/1024 4944/49152 (10.1%)
brushes 936/8192 11232/98304 (11.4%)
brushsides 6667/65536 53336/524288 (10.2%)
planes 7758/65536 155160/1310720 (11.8%)
vertexes 12235/65536 146820/786432 (18.7%)
nodes 5279/65536 168928/2097152 ( 8.1%)
texinfos 1786/12288 128592/884736 (14.5%)
texdata 33/2048 1056/65536 ( 1.6%)
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 8210/65536 459760/3670016 (12.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4026/65536 225456/3670016 ( 6.1%)
leaves 5383/65536 172256/2097152 ( 8.2%)
leaffaces 10251/65536 20502/131072 (15.6%)
leafbrushes 3269/65536 6538/131072 ( 5.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 55992/512000 223968/2048000 (10.9%)
edges 30671/256000 122684/1024000 (12.0%)
LDR worldlights 92/8192 8096/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 695/32768 6950/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11574/65536 23148/131072 (17.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 5839808/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1813034/16777216 (10.8%)
entdata [variable] 203844/393216 (51.8%)
LDR ambient table 5383/65536 21532/262144 ( 8.2%)
HDR ambient table 5383/65536 21532/262144 ( 8.2%)
LDR leaf ambient 15444/65536 432432/1835008 (23.6%)
HDR leaf ambient 5383/65536 150724/1835008 ( 8.2%)
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] 1/3904 ( 0.0%)
pakfile [variable] 2402/0 ( 0.0%)
physics [variable] 391871/4194304 ( 9.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 23019
Writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp
2 minutes, 37 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp" "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\maps\cssmap_littledevtown.bsp"
Here are some pictures of the water thing. For the black wall, just imagine half-life/black on a wall.
www.megaupload.com/?d=A2A840WQ
If you see skybox problems, they don't matter. I don't have one. I'm using a black texture so it looks like night-time.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sleepcat2\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 (1)
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 6 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.prt...Building visibility clusters...
done (0)
material "skybox/sky_day01rt" not found.
Can't load skybox file skybox/sky_day01 to build the default cubemap!
Can't load skybox file skybox/sky_day01 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 (2) (391871 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2458 texinfos to 1786
Reduced 42 texdatas to 33 (1183 bytes to 746)
Writing C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp
7 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown"
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.prt
2749 portalclusters
10524 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 654275 visible clusters (0.00%)
Total clusters visible: 5512382
Average clusters visible: 2005
Building PAS...
Average clusters audible: 2748
visdatasize:1813034 compressed from 1891312
writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp
7 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp
Setting up ray-trace acceleration structure... Done (0.76 seconds)
8210 faces
1086210 square feet [156414304.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8210 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
115838 patches after subdivision
92 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (34)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (80)
transfers 37351131, max 1886
transfer lists: 285.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(58958, 17687, 5013)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23931, 2669, 255)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(11412, 430, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5448, 69, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2756, 12, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1366, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(712, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(362, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(194, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(101, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(56, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(30, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0796 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 (22)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 103/1024 4944/49152 (10.1%)
brushes 936/8192 11232/98304 (11.4%)
brushsides 6667/65536 53336/524288 (10.2%)
planes 7758/65536 155160/1310720 (11.8%)
vertexes 12235/65536 146820/786432 (18.7%)
nodes 5279/65536 168928/2097152 ( 8.1%)
texinfos 1786/12288 128592/884736 (14.5%)
texdata 33/2048 1056/65536 ( 1.6%)
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 8210/65536 459760/3670016 (12.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4026/65536 225456/3670016 ( 6.1%)
leaves 5383/65536 172256/2097152 ( 8.2%)
leaffaces 10251/65536 20502/131072 (15.6%)
leafbrushes 3269/65536 6538/131072 ( 5.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 55992/512000 223968/2048000 (10.9%)
edges 30671/256000 122684/1024000 (12.0%)
LDR worldlights 92/8192 8096/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 695/32768 6950/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11574/65536 23148/131072 (17.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 5839808/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1813034/16777216 (10.8%)
entdata [variable] 203844/393216 (51.8%)
LDR ambient table 5383/65536 21532/262144 ( 8.2%)
HDR ambient table 5383/65536 21532/262144 ( 8.2%)
LDR leaf ambient 15444/65536 432432/1835008 (23.6%)
HDR leaf ambient 5383/65536 150724/1835008 ( 8.2%)
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] 1/3904 ( 0.0%)
pakfile [variable] 2402/0 ( 0.0%)
physics [variable] 391871/4194304 ( 9.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 23019
Writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp
2 minutes, 37 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\cssmap_littledevtown.bsp" "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\maps\cssmap_littledevtown.bsp"