Flashlight+texture problem

Need Help? The Day isnt going so well on the Mapping front?
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maddios
Vertex
Vertex
Posts: 5
Joined: Fri Jul 18, 2008 7:43 pm

Flashlight+texture problem

Post by maddios »

Hi again.

New problem lol. Whenever I turn on my flashlight in my map, some of the textures turn really dark like there's no other light besides my flashlight. I really don't know what's causing this.

Screenshots:

Without Flashlight
Image


With Flashlight
Image



Code: Select all

** Executing...
** Command: "d:\games\steam\steamapps\maddios2\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\SourceMods\Obsidian" "D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\games\steam\steamapps\SourceMods\Obsidian\materials
Loading D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_space*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_space*.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) (81017 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 264 texinfos to 160
Reduced 52 texdatas to 36 (1786 bytes to 1313)
Writing D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship.bsp
0 seconds elapsed

** Executing...
** Command: "d:\games\steam\steamapps\maddios2\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\games\steam\steamapps\SourceMods\Obsidian" "D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
reading d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.prt
 354 portalclusters
1036 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 (3)
Optimized: 111 visible clusters (0.00%)
Total clusters visible: 29403
Average clusters visible: 83
Building PAS...
Average clusters audible: 199
visdatasize:31327  compressed from 33984
writing d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
3 seconds elapsed

** Executing...
** Command: "d:\games\steam\steamapps\maddios2\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "d:\games\steam\steamapps\SourceMods\Obsidian" "D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship"

Valve Software - vrad.exe SSE (Mar 11 2008)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
Setting up ray-trace acceleration structure... Done (0.16 seconds)
1159 faces
98038 square feet [14117548.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1159 patches before subdivision
10173 patches after subdivision
10 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 (3)
transfers 626200, max 406
transfer lists:   4.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(3042, 3551, 2993)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(403, 494, 380)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(64, 76, 53)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(11, 12, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(2, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0048 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   6/1024          288/49152    ( 0.6%) 
brushes                218/8192         2616/98304    ( 2.7%) 
brushsides            1510/65536       12080/524288   ( 2.3%) 
planes                 934/65536       18680/1310720  ( 1.4%) 
vertexes              2003/65536       24036/786432   ( 3.1%) 
nodes                  743/65536       23776/2097152  ( 1.1%) 
texinfos               160/12288       11520/884736   ( 1.3%) 
texdata                 36/2048         1152/65536    ( 1.8%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 1159/65536       64904/3670016  ( 1.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              644/65536       36064/3670016  ( 1.0%) 
leaves                 750/65536       24000/2097152  ( 1.1%) 
leaffaces             1340/65536        2680/131072   ( 2.0%) 
leafbrushes            489/65536         978/131072   ( 0.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8195/512000      32780/2048000  ( 1.6%) 
edges                 4722/256000      18888/1024000  ( 1.8%) 
LDR worldlights         10/8192          880/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            134/32768        1340/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2085/65536        4170/131072   ( 3.2%) 
cubemapsamples           2/1024           32/16384    ( 0.2%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      714460/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       31327/16777216 ( 0.2%) 
entdata               [variable]        8943/393216   ( 2.3%) 
LDR ambient table      750/65536        3000/262144   ( 1.1%) 
HDR ambient table      750/65536        3000/262144   ( 1.1%) 
LDR leaf ambient      1775/65536       49700/1835008  ( 2.7%) 
HDR leaf ambient       750/65536       21000/1835008  ( 1.1%) 
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]           1/1074     ( 0.1%) 
pakfile               [variable]      252490/0        ( 0.0%) 
physics               [variable]       81017/4194304  ( 1.9%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3282
Writing d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
10 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
Setting up ray-trace acceleration structure... Done (0.16 seconds)
1159 faces
98038 square feet [14117548.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1159 patches before subdivision
10173 patches after subdivision
10 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 (3)
transfers 626200, max 406
transfer lists:   4.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(3042, 3551, 2993)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(403, 494, 380)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(64, 76, 53)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(11, 12, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(2, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0048 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   6/1024          288/49152    ( 0.6%) 
brushes                218/8192         2616/98304    ( 2.7%) 
brushsides            1510/65536       12080/524288   ( 2.3%) 
planes                 934/65536       18680/1310720  ( 1.4%) 
vertexes              2003/65536       24036/786432   ( 3.1%) 
nodes                  743/65536       23776/2097152  ( 1.1%) 
texinfos               160/12288       11520/884736   ( 1.3%) 
texdata                 36/2048         1152/65536    ( 1.8%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 1159/65536       64904/3670016  ( 1.8%) 
hdr faces             1159/65536       64904/3670016  ( 1.8%) 
origfaces              644/65536       36064/3670016  ( 1.0%) 
leaves                 750/65536       24000/2097152  ( 1.1%) 
leaffaces             1340/65536        2680/131072   ( 2.0%) 
leafbrushes            489/65536         978/131072   ( 0.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8195/512000      32780/2048000  ( 1.6%) 
edges                 4722/256000      18888/1024000  ( 1.8%) 
LDR worldlights         10/8192          880/720896   ( 0.1%) 
HDR worldlights         10/8192          880/720896   ( 0.1%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            134/32768        1340/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2085/65536        4170/131072   ( 3.2%) 
cubemapsamples           2/1024           32/16384    ( 0.2%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      714460/0        ( 0.0%) 
HDR lightdata         [variable]      714460/0        ( 0.0%) 
visdata               [variable]       31327/16777216 ( 0.2%) 
entdata               [variable]        8943/393216   ( 2.3%) 
LDR ambient table      750/65536        3000/262144   ( 1.1%) 
HDR ambient table      750/65536        3000/262144   ( 1.1%) 
LDR leaf ambient      1775/65536       49700/1835008  ( 2.7%) 
HDR leaf ambient      1774/65536       49672/1835008  ( 2.7%) 
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]           1/1074     ( 0.1%) 
pakfile               [variable]      252490/0        ( 0.0%) 
physics               [variable]       81017/4194304  ( 1.9%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3282
Writing d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship.bsp" "d:\games\steam\steamapps\SourceMods\obsidian\maps\oc_starship.bsp"
User avatar
Shana
Lead Developer
Lead Developer
Posts: 2971
Joined: Tue Aug 29, 2006 8:12 pm
Location: Germany
Contact:

Post by Shana »

Make sure you are not using model textures on brushes.
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