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Post by Agust on May 28, 2014 19:46:57 GMT
i have a problem !
I compile my map after making the light_environment (pitch yaw at -85 0 0) and sun_env at same.
But it seems that now everytime i compile the map with different lighting properties, it doesn't change!
it just keeps the same lighting from the skybox exactly the same as before the changes were made.
With or without HDR, env_sun and changing the pitch jaw itself!
i really don't know what to do here, maybe if you know something i can edit in the .vmf or .bsp by itself? I'm not sure how those things would work though.
Also, i can't seem to get any other skybox texture but 'jungle' to work :/ They all just black out in-game.
Any help would be greatly appreciated.
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Post by Zeph on May 29, 2014 20:30:26 GMT
Are you using the tools/skybox texture? Did you set your skybox texture in the Map->Options menu?
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Post by Agust on May 30, 2014 22:11:25 GMT
Yes, im using tools/skybox texture and map-> Map Properties -> is set on 'jungle' and it works atm
but no other skybox texture seem to work .. and it seems like i have quite a few skybox textures.
And still not finding anything about the lighting from the skybox, it always sticks the same :/
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Post by Zeph on May 30, 2014 22:50:40 GMT
Skyboxes: developer.valvesoftware.com/wiki/Sky_ListIf your light_env settings are not updating when you compile - is there an error in your compile log preventing the map from changing (meaning you're loading up the previous compile each time)? Post your log when you can.
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Post by Agust on May 30, 2014 23:00:15 GMT
Do you mean the compile log?
because i just noticed in 'messages' it has some errors claiming 'cached version doesn't exsist'
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Post by Zeph on May 30, 2014 23:02:17 GMT
compile log, yes please
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Post by Agust on May 31, 2014 1:41:34 GMT
im not sure how :S well, in the log file, where does the newest start / end ? might be a stupid question sry..
And i tried the 'sky list' url you gave before, i dont have 99% of all of these skybox textures in my textures folder .. ?
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Post by Zeph on May 31, 2014 10:59:37 GMT
You can always delete the .log file, compile, and paste it's contents here.
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Post by Agust on May 31, 2014 20:19:39 GMT
Well, here we are
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt. Failed to load VMT: materials/models/weapons/v_models/knife_css/knife_css.vmt CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt. Failed to load VMT: materials/models/weapons/v_models/knife_falchion_advanced/knife_falchion_advanced.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. Failed to load VMT: materials/models/weapons/v_models/knife_m48_tomahawk/knife_m48_tomahawk.vmt Failed to load VMT: materials/models/weapons/v_models/knife_survival_bowie/knife_survival_bowie.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: 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\de_byrjun.vmf Map revision 88 Patching WVT material: maps/de_byrjun/de_dust/groundsand_blend_wvt_patch 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 194 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\de_byrjun.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) (195616 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 749 texinfos to 413 Reduced 52 texdatas to 42 (1428 bytes to 1176) Writing C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps\de_byrjun.bsp 1 second elapsed
4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_byrjun.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_byrjun.prt 1017 portalclusters 3044 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 66265 visible clusters (0.00%) Total clusters visible: 832662 Average clusters visible: 818 Building PAS... Average clusters audible: 1016 visdatasize:267061 compressed from 260352 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_byrjun.bsp 5 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\de_byrjun.bsp 2347 faces 569067 square feet [81945728.00 square inches] 2 Displacements 3157 Square Feet [454656.00 Square Inches] 2347 patches before subdivision 39591 patches after subdivision 14 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2149320, max 320 transfer lists: 16.4 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(138440, 50343, 15556) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(56480, 7692, 968) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(25458, 1257, 93) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12504, 219, 12) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(6445, 40, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3469, 7, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1915, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1081, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(619, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(359, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(209, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(123, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(73, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(43, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(26, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(15, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(9, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(6, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(3, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(2, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0219 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 3/1024 144/49152 ( 0.3%) brushes 538/8192 6456/98304 ( 6.6%) brushsides 3631/65536 29048/524288 ( 5.5%) planes 1860/65536 37200/1310720 ( 2.8%) vertexes 5086/65536 61032/786432 ( 7.8%) nodes 2120/65536 67840/2097152 ( 3.2%) texinfos 413/12288 29736/884736 ( 3.4%) texdata 42/2048 1344/65536 ( 2.1%) dispinfos 2/0 352/0 ( 0.0%) disp_verts 162/0 3240/0 ( 0.0%) disp_tris 256/0 512/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 8040/0 8040/0 ( 0.0%) faces 2347/65536 131432/3670016 ( 3.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1228/65536 68768/3670016 ( 1.9%) facebrushes 230/0 460/0 ( 0.0%) facebrushlists 2347/0 9388/0 ( 0.0%) leaves 2124/65536 67968/2097152 ( 3.2%) leaffaces 2647/65536 5294/131072 ( 4.0%) leafbrushes 1360/65536 2720/131072 ( 2.1%) areas 2/1024 16/8192 ( 0.2%) surfedges 15833/512000 63332/2048000 ( 3.1%) edges 10058/256000 40232/1024000 ( 3.9%) LDR worldlights 14/8192 1400/819200 ( 0.2%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 273/32768 2730/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4365/65536 8730/131072 ( 6.7%) cubemapsamples 11/1024 176/16384 ( 1.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1224574/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 267061/16777216 ( 1.6%) entdata [variable] 9579/393216 ( 2.4%) LDR ambient table 2124/65536 8496/262144 ( 3.2%) HDR ambient table 2124/65536 8496/262144 ( 3.2%) LDR leaf ambient 11635/65536 325780/1835008 (17.8%) HDR leaf ambient 2124/65536 59472/1835008 ( 3.2%) 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] 1/2328 ( 0.0%) pakfile [variable] 895603/0 ( 0.0%) physics [variable] 195616/4194304 ( 4.7%) physics terrain [variable] 164/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 6260 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_byrjun.bsp 27 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\de_byrjun.bsp 2347 faces 569067 square feet [81945728.00 square inches] 2 Displacements 3157 Square Feet [454656.00 Square Inches] 2347 patches before subdivision 39591 patches after subdivision 14 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2149320, max 320 transfer lists: 16.4 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(138440, 50343, 15556) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(56480, 7692, 968) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(25458, 1257, 93) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12504, 219, 12) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(6445, 40, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3469, 7, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1915, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1081, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(619, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(359, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(209, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(123, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(73, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(43, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(26, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(15, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(9, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(6, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(3, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(2, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0212 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 3/1024 144/49152 ( 0.3%) brushes 538/8192 6456/98304 ( 6.6%) brushsides 3631/65536 29048/524288 ( 5.5%) planes 1860/65536 37200/1310720 ( 2.8%) vertexes 5086/65536 61032/786432 ( 7.8%) nodes 2120/65536 67840/2097152 ( 3.2%) texinfos 413/12288 29736/884736 ( 3.4%) texdata 42/2048 1344/65536 ( 2.1%) dispinfos 2/0 352/0 ( 0.0%) disp_verts 162/0 3240/0 ( 0.0%) disp_tris 256/0 512/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 8040/0 8040/0 ( 0.0%) faces 2347/65536 131432/3670016 ( 3.6%) hdr faces 2347/65536 131432/3670016 ( 3.6%) origfaces 1228/65536 68768/3670016 ( 1.9%) facebrushes 230/0 460/0 ( 0.0%) facebrushlists 2347/0 9388/0 ( 0.0%) leaves 2124/65536 67968/2097152 ( 3.2%) leaffaces 2647/65536 5294/131072 ( 4.0%) leafbrushes 1360/65536 2720/131072 ( 2.1%) areas 2/1024 16/8192 ( 0.2%) surfedges 15833/512000 63332/2048000 ( 3.1%) edges 10058/256000 40232/1024000 ( 3.9%) LDR worldlights 14/8192 1400/819200 ( 0.2%) HDR worldlights 14/8192 1400/819200 ( 0.2%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 273/32768 2730/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4365/65536 8730/131072 ( 6.7%) cubemapsamples 11/1024 176/16384 ( 1.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1224574/0 ( 0.0%) HDR lightdata [variable] 1224574/0 ( 0.0%) visdata [variable] 267061/16777216 ( 1.6%) entdata [variable] 9579/393216 ( 2.4%) LDR ambient table 2124/65536 8496/262144 ( 3.2%) HDR ambient table 2124/65536 8496/262144 ( 3.2%) LDR leaf ambient 11635/65536 325780/1835008 (17.8%) HDR leaf ambient 11635/65536 325780/1835008 (17.8%) 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] 1/2328 ( 0.0%) pakfile [variable] 895603/0 ( 0.0%) physics [variable] 195616/4194304 ( 4.7%) physics terrain [variable] 164/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 6260 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_byrjun.bsp 27 seconds elapsed
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Post by Zeph on May 31, 2014 21:33:12 GMT
CustomMaterialManager: Cached KeyValues Failed to load VMT:
That's a lot of failed custom models/textures. Try compiling without props (untick "props" from VisGroups "Auto" menu), and see if the map updates (ie the lighting). If it does update, then those custom props are preventing the map from compiling properly.
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Post by Agust on Jun 2, 2014 14:35:16 GMT
hey it worked but what is with these custom models? i havent installed any custom stuff AT ALL?
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Post by Zeph on Jun 3, 2014 15:14:14 GMT
No idea.
Are you using a prop from a different game? (EG a HL2 prop in CSGO)
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Post by Agust on Jun 7, 2014 1:39:02 GMT
Hmm, not sure if i am, not many props actually in the map already ..
but, about the skybox textures.. any idea why i have so few? just maybe like 6-7 different types?
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Post by Zeph on Jun 7, 2014 14:20:51 GMT
Not really. Validate the game and SDK files? Make sure it's all there when it should be.
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