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Post by Robin on Jun 7, 2013 12:52:54 GMT
Hi there, In the screenshot you can see that there are black marks on my floor texture (on the rails etc.) and i dont get them away. It's prob something with the light. Can someone help me? I Think the problem appeared after i added my aera portal but i ame not so sure. Have a nice day!
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Post by Zeph on Jun 7, 2013 13:52:47 GMT
Could you post a copy of your compile log? With all three settings on "Normal". If it takes more than a minute, there's your problem!
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Post by Robin on Jun 7, 2013 14:23:33 GMT
I could not post the whole log but here it is, it doesn't take long to compile. ( i ame also aware of the portal problem because i ame working on it).
<snip>
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Post by Zeph on Jun 7, 2013 14:51:09 GMT
That's multiple compile logs! Probably the latest one (with the problems) is off the bottom and not pasted here. If that's from the output file, try renaming it so a fresh one is produced.
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Post by Robin on Jun 7, 2013 15:12:57 GMT
Here it is, it doesn't show any problems. I also appreciate that you want to help me.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\aim_lavadeatmatch.vmf Map revision 789 ConVarRef gpu_level doesn't point to an existing ConVar fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\aim_lavadeatmatch.vmf Map revision 789 ConVarRef gpu_level doesn't point to an existing ConVar 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 56 detail faces...done (1) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\aim_lavadeatmatch.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) (135559 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 703 texinfos to 420 Reduced 78 texdatas to 58 (2514 bytes to 2022) Writing C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\aim_lavadeatmatch.bsp 11 seconds elapsed Reference Count for Material ___error (1) != 0
4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\aim_lavadeatmatch.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\aim_lavadeatmatch.prt 312 portalclusters 885 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 173 visible clusters (0.00%) Total clusters visible: 66143 Average clusters visible: 211 Building PAS... Average clusters audible: 311 visdatasize:26400 compressed from 24960 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\aim_lavadeatmatch.bsp 8 seconds elapsed
[Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\aim_lavadeatmatch.bsp 1441 faces 23631 square feet [3402941.75 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1441 patches before subdivision 5909 patches after subdivision 10 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 945929, max 627 transfer lists: 7.2 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(5157, 4742, 3430) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(641, 551, 317) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(87, 70, 32) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12, 9, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0038 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 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 363/8192 4356/98304 ( 4.4%) brushsides 2833/65536 22664/524288 ( 4.3%) planes 1650/65536 33000/1310720 ( 2.5%) vertexes 2547/65536 30564/786432 ( 3.9%) nodes 663/65536 21216/2097152 ( 1.0%) texinfos 420/12288 30240/884736 ( 3.4%) texdata 58/2048 1856/65536 ( 2.8%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 1441/65536 80696/3670016 ( 2.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 889/65536 49784/3670016 ( 1.4%) facebrushes 207/0 414/0 ( 0.0%) facebrushlists 1441/0 5764/0 ( 0.0%) leaves 669/65536 21408/2097152 ( 1.0%) leaffaces 1833/65536 3666/131072 ( 2.8%) leafbrushes 875/65536 1750/131072 ( 1.3%) areas 3/256 24/2048 ( 1.2%) surfedges 10348/512000 41392/2048000 ( 2.0%) edges 6372/256000 25488/1024000 ( 2.5%) LDR worldlights 10/8192 1000/819200 ( 0.1%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 102/32768 1020/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1659/65536 3318/131072 ( 2.5%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 320619/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 26400/16777216 ( 0.2%) entdata [variable] 19316/393216 ( 4.9%) LDR ambient table 669/65536 2676/262144 ( 1.0%) HDR ambient table 669/65536 2676/262144 ( 1.0%) LDR leaf ambient 1148/65536 32144/1835008 ( 1.8%) HDR leaf ambient 669/65536 18732/1835008 ( 1.0%) 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] 1/3150 ( 0.0%) pakfile [variable] 155070/0 ( 0.0%) physics [variable] 135559/4194304 ( 3.2%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 3888 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\aim_lavadeatmatch.bsp 17 seconds elapsed
[Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\aim_lavadeatmatch.bsp 1441 faces 23631 square feet [3402941.75 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1441 patches before subdivision 5909 patches after subdivision 10 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 945929, max 627 transfer lists: 7.2 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1626, 1271, 729) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(175, 125, 61) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(21, 13, 6) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0037 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 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 363/8192 4356/98304 ( 4.4%) brushsides 2833/65536 22664/524288 ( 4.3%) planes 1650/65536 33000/1310720 ( 2.5%) vertexes 2547/65536 30564/786432 ( 3.9%) nodes 663/65536 21216/2097152 ( 1.0%) texinfos 420/12288 30240/884736 ( 3.4%) texdata 58/2048 1856/65536 ( 2.8%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 1441/65536 80696/3670016 ( 2.2%) hdr faces 1441/65536 80696/3670016 ( 2.2%) origfaces 889/65536 49784/3670016 ( 1.4%) facebrushes 207/0 414/0 ( 0.0%) facebrushlists 1441/0 5764/0 ( 0.0%) leaves 669/65536 21408/2097152 ( 1.0%) leaffaces 1833/65536 3666/131072 ( 2.8%) leafbrushes 875/65536 1750/131072 ( 1.3%) areas 3/256 24/2048 ( 1.2%) surfedges 10348/512000 41392/2048000 ( 2.0%) edges 6372/256000 25488/1024000 ( 2.5%) LDR worldlights 10/8192 1000/819200 ( 0.1%) HDR worldlights 10/8192 1000/819200 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 102/32768 1020/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1659/65536 3318/131072 ( 2.5%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 320619/0 ( 0.0%) HDR lightdata [variable] 320619/0 ( 0.0%) visdata [variable] 26400/16777216 ( 0.2%) entdata [variable] 19316/393216 ( 4.9%) LDR ambient table 669/65536 2676/262144 ( 1.0%) HDR ambient table 669/65536 2676/262144 ( 1.0%) LDR leaf ambient 1148/65536 32144/1835008 ( 1.8%) HDR leaf ambient 1051/65536 29428/1835008 ( 1.6%) 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] 1/3150 ( 0.0%) pakfile [variable] 155070/0 ( 0.0%) physics [variable] 135559/4194304 ( 3.2%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 3888 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\aim_lavadeatmatch.bsp 15 seconds elapsed
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Post by Zeph on Jun 7, 2013 15:29:16 GMT
The bit i'm interested in is the third section (4 threads, portal clusters, etc). However it seems very short on your compile, as if it was set to fastvis=true.
Could you, in hammer after a successful compile, go "Map -> Load Portal File" and take a screenshot of the affected areas (with black marks)?
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Post by Robin on Jun 7, 2013 16:00:38 GMT
Here you go. I will reply tomorrow. Ty
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Post by Zeph on Jun 7, 2013 16:44:34 GMT
Select all the "teeth" down one side of your door, hit Ctrl+T and change them to a single func_fetail. Do the same to the other side. Additionally, select a ladder brush, and make it func_detail too (they will still work as ladders). Also, each rail on the groun could be a func_detail. Func_details prevent those brushes from breaking up the VisLeafs (the blue outlined 'air' volumes). Lots of VisLeafs = slow game. You should do this for all your map - if anything breaks up the room/corridor into multiple visleafs, and is not meant to break visibility (IE is not a wall) then make it func_detail, grouping close together brushes (EG a stack of creates) into the same func_detail.
If this doesn't affect the shadows you are getting, then there is something else at play which may be tricky to solve remotely: I may have to see the VMF.
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Post by Robin on Jun 8, 2013 8:27:34 GMT
I changed the moste things (except for walls) to a func_detail. You can see on the screenshot that the pointfile is better. But the problem didn't go away. I tried to remove all the light sources to see if that was causing the problem, I also removed the cubemap and portals. Nothing worked out. there is also a beter screenshot of the ingame problem. If its nessecary to send you the vmf file can you provide me your e-mail? ( i ame just a amature so maybe you will see a lot of mistakes). Kind regards, Robin
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Post by Zeph on Jun 8, 2013 21:14:55 GMT
It's quite a crazy pattern there ... I think i'll need to see the VMF and try some things.
You can send a link in a PM or post the link here (use Mediafire to upload), or my email is in my profile.
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Post by Robin on Jun 9, 2013 9:18:29 GMT
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Post by Zeph on Jun 9, 2013 11:03:00 GMT
Looks fine on my end. The Cordon tool really screwed up the map when i used it (IE deleted everything upon compile). Had to put a skybox instead.
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Post by Robin on Jun 9, 2013 13:47:14 GMT
So wierd. after that you showed me that you see nothing wrong i asked a friend to compile the map and he also doesn't see the marks. So its only me? That's strange.
well i think it's bugged or something. I really want to thank you for helping me out and taking your time for me.
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Post by Zeph on Jun 9, 2013 16:08:08 GMT
It could be. Or it could be something else in the map causing it (as you only provided part).
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Post by 3kliksphilip on Jun 10, 2013 17:19:53 GMT
Get rid of any flickering lights you have in your level. I've had this problem with some textures in the past, try changing the textures used.
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