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Old 06-13-2012, 04:06 PM   #1
spearbang
 
 
 
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Lighting issue

https://picasaweb.google.com/1159589...61371644131458
not sure whats up as I am new to this!
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Old 06-13-2012, 05:07 PM   #2
the.prophet
 
 
 
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i think its either a leak or some cubemap problem. would be helpfull if you post your compilelog.
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Old 06-13-2012, 05:13 PM   #3
spearbang
 
 
 
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log

CSoundEmitterSystem: Registered 5140 sounds
CResponseSystem: scripts\talker\response_rules.txt (217 rules, 214 criteria, and 208 responses)
CGameEventManager::AddListener: event 'teamplay_round_start' unknown.
maxplayers set to 1
Heap: 256.00 Mb
Steam config directory: c:\program files\steam\steamapps\spearheadthe\half-life 2\platform\config
ILocalize::AddFile() failed to load file "resource/test_english.txt".
Parsed 26 text messages
CGameEventManager::AddListener: event 'achievement_earned' unknown.
[Cloud]: SUCCEESS retrieved cfg/config.cfg from remote storage into cfg/config.cfg
execing config.cfg
Unknown command "cl_thirdperson"
cc_lang =
Unknown command "sv_backspeed"
Sound Initialization: Start
DS:stereo speaker configuration detected
Set primary sound buffer format: yes
Using secondary sound buffer
2 channel(s)
16 bits/sample
44100 samples/sec
DirectSound initialized
Sound Initialization: Finish, Sampling Rate: 44100
4 CPUs, Frequency: 2.4 Ghz, Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
GetAllManifestFiles: Unable to load maplist.txt
execing valve.rc
---- Host_NewGame ----
Spawn Server: test1
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall045a
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tilefloor018a_c17
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall082b
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalceiling005a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor019a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/combineglass001a
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/long_building001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/project_destroyedbuildings01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/destroyed_cityblock01d.mdl)
execing skill_manifest.cfg
execing skill.cfg
Set Gravity 600.0 (0.250 tolerance)
PrecacheScriptSound 'Hud.Hint' failed, no such sound script entry
Vehicle models/airboat.mdl has invalid wheel attachment for wheel_fl - no movement
Vehicle models/airboat.mdl has invalid wheel attachment for wheel_fr - no movement
Vehicle models/airboat.mdl has invalid wheel attachment for wheel_rl - no movement
Vehicle models/airboat.mdl has invalid wheel attachment for wheel_rr - no movement
Invalid file size for motd.txt
Invalid file size for motd_text.txt
Created class baseline: 9 classes, 2186 bytes.
Game started
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Old 06-13-2012, 05:18 PM   #4
the.prophet
 
 
 
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what i need is the compile log of when you compile the map in hammer editor before the game starts, not the log when you start the map ingame, i think thats what you sent.

anyway this so far:
Quote:
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall045a
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tilefloor018a_c17
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall082b
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalceiling005a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor019a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/combineglass001a
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/long_building001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/project_destroyedbuildings01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/destroyed_cityblock01d.mdl)
Quote:
PrecacheScriptSound 'Hud.Hint' failed, no such sound script entry
Vehicle models/airboat.mdl has invalid wheel attachment for wheel_fl - no movement
Vehicle models/airboat.mdl has invalid wheel attachment for wheel_fr - no movement
Vehicle models/airboat.mdl has invalid wheel attachment for wheel_rl - no movement
Vehicle models/airboat.mdl has invalid wheel attachment for wheel_rr - no movement
looks weird. please post the hammer editor log when the map is compiled. (theres a copy to clipboard button when its done)
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Old 06-13-2012, 05:26 PM   #5
spearbang
 
 
 
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** Executing...
** Command: "c:\program files\steam\steamapps\spearheadthe\sourcesdk\bin\e p1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\test" "c:\program files\steam\steamapps\sourcemods\test\maps\test1"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps\SourceMods\test\materials
Loading c:\program files\steam\steamapps\sourcemods\test\maps\test1.v mf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (2480.00 -16.00 64.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 1024.0, 272.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 1536.0, 272.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 2048.0, 272.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1144.0, 272.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1656.0, 272.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 2048.0, 272.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 256.0, 8.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 704.0, 8.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_01rt"
Can't load skybox file skybox/sky_day02_01 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 (0) (59167 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 208 texinfos to 128
Reduced 19 texdatas to 19 (439 bytes to 439)
Writing c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\spearheadthe\sourcesdk\bin\e p1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\test" "c:\program files\steam\steamapps\sourcemods\test\maps\test1"

Valve Software - vvis.exe (Nov 8 2007)
4 threads
reading c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
reading c:\program files\steam\steamapps\sourcemods\test\maps\test1.p rt
LoadPortals: couldn't read c:\program files\steam\steamapps\sourcemods\test\maps\test1.p rt


** Executing...
** Command: "c:\program files\steam\steamapps\spearheadthe\sourcesdk\bin\e p1\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\SourceMods\test" "c:\program files\steam\steamapps\sourcemods\test\maps\test1"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
No vis information, direct lighting only.
685 faces
2 degenerate faces
72713 square feet [10470788.00 square inches]
0 displacements
0 square feet [0.00 square inches]
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0029 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 162/8192 1944/98304 ( 2.0%)
brushsides 1056/65536 8448/524288 ( 1.6%)
planes 528/65536 10560/1310720 ( 0.8%)
vertexes 1622/65536 19464/786432 ( 2.5%)
nodes 786/65536 25152/2097152 ( 1.2%)
texinfos 128/12288 9216/884736 ( 1.0%)
texdata 19/2048 608/65536 ( 0.9%)
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 685/65536 38360/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 368/65536 20608/3670016 ( 0.6%)
leaves 791/65536 25312/2097152 ( 1.2%)
leaffaces 823/65536 1646/131072 ( 1.3%)
leafbrushes 368/65536 736/131072 ( 0.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 4816/512000 19264/2048000 ( 0.9%)
edges 2925/256000 11700/1024000 ( 1.1%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1560/65536 3120/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 379368/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 15115/393216 ( 3.8%)
LDR leaf ambient 791/65536 18984/1572864 ( 1.2%)
HDR leaf ambient 0/65536 0/1572864 ( 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] 1/1280 ( 0.1%)
pakfile [variable] 10004/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 59167/4194304 ( 1.4%)
==== Total Win32 BSP file data space used: 681128 bytes ====

Total triangle count: 1974
Writing c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
1 second elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
No vis information, direct lighting only.
685 faces
2 degenerate faces
72713 square feet [10470788.00 square inches]
0 displacements
0 square feet [0.00 square inches]
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0028 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 162/8192 1944/98304 ( 2.0%)
brushsides 1056/65536 8448/524288 ( 1.6%)
planes 528/65536 10560/1310720 ( 0.8%)
vertexes 1622/65536 19464/786432 ( 2.5%)
nodes 786/65536 25152/2097152 ( 1.2%)
texinfos 128/12288 9216/884736 ( 1.0%)
texdata 19/2048 608/65536 ( 0.9%)
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 685/65536 38360/3670016 ( 1.0%)
hdr faces 685/65536 38360/3670016 ( 1.0%)
origfaces 368/65536 20608/3670016 ( 0.6%)
leaves 791/65536 25312/2097152 ( 1.2%)
leaffaces 823/65536 1646/131072 ( 1.3%)
leafbrushes 368/65536 736/131072 ( 0.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 4816/512000 19264/2048000 ( 0.9%)
edges 2925/256000 11700/1024000 ( 1.1%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 13/8192 1144/720896 ( 0.2%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1560/65536 3120/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 379368/0 ( 0.0%)
HDR lightdata [variable] 379368/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 15115/393216 ( 3.8%)
LDR leaf ambient 791/65536 18984/1572864 ( 1.2%)
HDR leaf ambient 791/65536 18984/1572864 ( 1.2%)
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] 1/1280 ( 0.1%)
pakfile [variable] 10004/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 59167/4194304 ( 1.4%)
==== Total Win32 BSP file data space used: 1118984 bytes ====

Total triangle count: 1974
Writing c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp" "c:\program files\steam\steamapps\SourceMods\test\maps\test1.b sp"


** Executing...
** Command: "c:\program files\steam\steamapps\spearheadthe\half-life 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\SourceMods\test" +map "test1"
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Old 06-13-2012, 05:31 PM   #6
the.prophet
 
 
 
Join Date: Feb 2010
Reputation: 48
Posts: 481
Here we go. As I assumed.

Quote:
Entity prop_static (2480.00 -16.00 64.00) leaked!
To find this you click on View - Go to coordinates and put in 2480.00 -16.00 64.00

You should delete w/e entity it is, and compile it again. Repost the log after you deleted it.
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Old 06-13-2012, 05:37 PM   #7
the.prophet
 
 
 
Join Date: Feb 2010
Reputation: 48
Posts: 481
Gotta go to bed now since its late here and I gotta work so I either continue helping you out to get this fixed tomorrow, or someone else does meanwhile. Cya around.
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Old 06-13-2012, 05:50 PM   #8
spearbang
 
 
 
Join Date: Jun 2012
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Posts: 5
** Executing...
** Command: "c:\program files\steam\steamapps\spearheadthe\sourcesdk\bin\e p1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\test" "c:\program files\steam\steamapps\sourcemods\test\maps\test1"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps\SourceMods\test\materials
Loading c:\program files\steam\steamapps\sourcemods\test\maps\test1.v mf
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\steam\steamapps\sourcemods\test\maps\test1.p rt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_01rt"
Can't load skybox file skybox/sky_day02_01 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 (0) (59219 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 205 texinfos to 119
Reduced 18 texdatas to 18 (416 bytes to 416)
Writing c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\spearheadthe\sourcesdk\bin\e p1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\test" "c:\program files\steam\steamapps\sourcemods\test\maps\test1"

Valve Software - vvis.exe (Nov 8 2007)
4 threads
reading c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
reading c:\program files\steam\steamapps\sourcemods\test\maps\test1.p rt
214 portalclusters
424 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: 32 visible clusters (0.00%)
Total clusters visible: 14426
Average clusters visible: 67
Building PAS...
Average clusters audible: 130
visdatasize:11382 compressed from 13696
writing c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\spearheadthe\sourcesdk\bin\e p1\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\SourceMods\test" "c:\program files\steam\steamapps\sourcemods\test\maps\test1"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
660 faces
2 degenerate faces
62190 square feet [8955436.00 square inches]
0 displacements
0 square feet [0.00 square inches]
658 patches before subdivision
8764 patches after subdivision
13 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 (1)
transfers 903609, max 392
transfer lists: 6.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(45086, 50667, 47622)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(12260, 13508, 12052)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3544, 3895, 3300)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1046, 1149, 925)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(313, 345, 264)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(94, 105, 76)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(29, 32, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(9, 10, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0039 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 162/8192 1944/98304 ( 2.0%)
brushsides 1056/65536 8448/524288 ( 1.6%)
planes 526/65536 10520/1310720 ( 0.8%)
vertexes 1420/65536 17040/786432 ( 2.2%)
nodes 512/65536 16384/2097152 ( 0.8%)
texinfos 119/12288 8568/884736 ( 1.0%)
texdata 18/2048 576/65536 ( 0.9%)
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 660/65536 36960/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 346/65536 19376/3670016 ( 0.5%)
leaves 517/65536 16544/2097152 ( 0.8%)
leaffaces 779/65536 1558/131072 ( 1.2%)
leafbrushes 378/65536 756/131072 ( 0.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 4582/512000 18328/2048000 ( 0.9%)
edges 2754/256000 11016/1024000 ( 1.1%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 52/32768 520/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 834/65536 1668/131072 ( 1.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 368580/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 11382/16777216 ( 0.1%)
entdata [variable] 15133/393216 ( 3.8%)
LDR leaf ambient 517/65536 12408/1572864 ( 0.8%)
HDR leaf ambient 0/65536 0/1572864 ( 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] 1/516 ( 0.2%)
pakfile [variable] 10004/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 59219/4194304 ( 1.4%)
==== Total Win32 BSP file data space used: 648294 bytes ====

Total triangle count: 1878
Writing c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
6 seconds elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
660 faces
2 degenerate faces
62190 square feet [8955436.00 square inches]
0 displacements
0 square feet [0.00 square inches]
658 patches before subdivision
8764 patches after subdivision
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 903609, max 392
transfer lists: 6.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(45086, 50667, 47622)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(12260, 13508, 12052)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3544, 3895, 3300)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1046, 1149, 925)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(313, 345, 264)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(94, 105, 76)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(29, 32, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(9, 10, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0038 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 162/8192 1944/98304 ( 2.0%)
brushsides 1056/65536 8448/524288 ( 1.6%)
planes 526/65536 10520/1310720 ( 0.8%)
vertexes 1420/65536 17040/786432 ( 2.2%)
nodes 512/65536 16384/2097152 ( 0.8%)
texinfos 119/12288 8568/884736 ( 1.0%)
texdata 18/2048 576/65536 ( 0.9%)
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 660/65536 36960/3670016 ( 1.0%)
hdr faces 660/65536 36960/3670016 ( 1.0%)
origfaces 346/65536 19376/3670016 ( 0.5%)
leaves 517/65536 16544/2097152 ( 0.8%)
leaffaces 779/65536 1558/131072 ( 1.2%)
leafbrushes 378/65536 756/131072 ( 0.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 4582/512000 18328/2048000 ( 0.9%)
edges 2754/256000 11016/1024000 ( 1.1%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 13/8192 1144/720896 ( 0.2%)
waterstrips 52/32768 520/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 834/65536 1668/131072 ( 1.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 368580/0 ( 0.0%)
HDR lightdata [variable] 368580/0 ( 0.0%)
visdata [variable] 11382/16777216 ( 0.1%)
entdata [variable] 15133/393216 ( 3.8%)
LDR leaf ambient 517/65536 12408/1572864 ( 0.8%)
HDR leaf ambient 517/65536 12408/1572864 ( 0.8%)
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] 1/516 ( 0.2%)
pakfile [variable] 10004/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 59219/4194304 ( 1.4%)
==== Total Win32 BSP file data space used: 1067386 bytes ====

Total triangle count: 1878
Writing c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\sourcemods\test\maps\test1.b sp" "c:\program files\steam\steamapps\SourceMods\test\maps\test1.b sp"


** Executing...
** Command: "c:\program files\steam\steamapps\spearheadthe\half-life 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\SourceMods\test" +map "test1"
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Old 06-13-2012, 06:00 PM   #9
spearbang
 
 
 
Join Date: Jun 2012
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Posts: 5
it looks as if it only when i compile with HDR full or final, Normal works just fine.
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Old 06-14-2012, 09:03 AM   #10
the.prophet
 
 
 
Join Date: Feb 2010
Reputation: 48
Posts: 481
That compile log already looks way better, theres basically only 2 problems left, which is 2 degenerated faces. that means that 2 displacements you made have no surface. thats most likley caused by moving the vertex points on each other. check your displacements otherwise delete & recreate. and dont compile on hdr, thats a pointless thing to do.
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