1. Post #441
    Dennab
    October 2017
    6 Posts
    retarded mapper here who just started mapping two days ago, at the end of my lights it looks like someone vomited is there a way to fix this?

    https://i.imgur.com/Qd6Ffyc.jpg

  2. Post #442
    taz0's Avatar
    November 2014
    1,967 Posts
    have a read of https://developer.valvesoftware.com/wiki/Lighting then Intermediate Lighting and Advanced Lighting links that should help you out loads

  3. Post #443
    🚿💩🚿 just do it in the shower and stomp it down the drain asd 🚿💩🚿
    simzboy's Avatar
    September 2008
    3,759 Posts
    I'm pretty sure I have a leak, but the compile log doesn't say it.

    After making a proper skybox around my map, the geometry is completely black when I compile with VVIS. It looks normal when I turn VVIS off, however.




    Code:
    CDynamicFunction: Loading library 'Kernel32.dll' (76F20000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77204120
    CDynamicFunction: Loading library 'psapi.dll' (75D90000)
    CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75D916D0
    
    -------------------------------------------------------------------------------
    Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin"
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    Running command: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2" "C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2.vmf"
    -------------------------------------------------------------------------------
    
    CDynamicFunction: Loading library 'Kernel32.dll' (76F20000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77204120
    CDynamicFunction: Loading library 'psapi.dll' (75D90000)
    CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75D916D0
    Valve Software - vbsp.exe (Jun 21 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2.vmf
    Patching WVT material: maps/roe_b2/nature/blendroadleaves01_wvt_patch
    Patching WVT material: maps/roe_b2/nature/blendroadleaves01b_wvt_patch
    Patching WVT material: maps/roe_b2/nature/blendrockleaves_wvt_patch
    Patching WVT material: maps/roe_b2/nature/blendrootleaves01_wvt_patch
    Patching WVT material: maps/roe_b2/nature/blenddirtleaves03_nodetail_wvt_patch
    fixing up env_cubemap materials on brush sides...
    Material liquids/bridge_water_beneath is depending on itself through materialvar $bottommaterial! Ignoring...
    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 234 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2.prt...Building visibility clusters...
    done (0)
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (521097 bytes)
    Cannot build Physics2 data
                                                                 -----------
    DataLinker total stream size                                     0.0 KiB
    Static prop models/props_street/building_trim_piece02_128_corner.mdl outside the map (2248.00, -2632.00, 640.00)
      0.000000 -2.958233 0.000000
      0.000000 -2.958233 0.000000
      0.000000 -2.946175 0.000000
      0.319468 -2.943274 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 4629 texinfos to 2582
    Reduced 485 texdatas to 402 (15594 bytes to 12162)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2.bsp
    15 seconds elapsed
    CDynamicFunction: Closing library 'psapi.dll' (75D90000)
    CDynamicFunction: Closing library 'Kernel32.dll' (76F20000)
    
    -------------------------------------------------------------------------------
    Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin"
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    Running command: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2" "C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2"
    -------------------------------------------------------------------------------
    
    CDynamicFunction: Loading library 'Kernel32.dll' (76F20000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77204120
    CDynamicFunction: Loading library 'psapi.dll' (75D90000)
    CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75D916D0
    Valve Software - vvis.exe (Jun 21 2017)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp
    max farz in all env_fog_controller entities: 4000.000000 (used for radial vis)
    reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.prt
     753 portalclusters
    2142 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (32)
    Optimized: 1292 visible clusters (0.00%)
    Total clusters visible: 211407
    Average clusters visible: 280
    Building PAS...
    Average clusters audible: 734
    visdatasize:133627  compressed from 144576
    writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp
    35 seconds elapsed
    CDynamicFunction: Closing library 'psapi.dll' (75D90000)
    CDynamicFunction: Closing library 'Kernel32.dll' (76F20000)
    
    -------------------------------------------------------------------------------
    Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin"
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    Running command: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2" "C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2"
    -------------------------------------------------------------------------------
    
    CDynamicFunction: Loading library 'Kernel32.dll' (76F20000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77204120
    CDynamicFunction: Loading library 'psapi.dll' (75D90000)
    CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75D916D0
    Valve Software - vrad.exe SSE (Jun 21 2017)
    
          Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp
    Setting up ray-trace acceleration structure... Done (4.92 seconds)
    5686 faces
    2 degenerate faces
    1956096 square feet [281677824.00 square inches]
    255 Displacements
    392420 Square Feet [56508532.00 Square Inches]
    5684 patches before subdivision
    117544 patches after subdivision
    sun extent from map=0.000000
    89 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (15)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (13)
    transfers 9011735, max 1221
    transfer lists:  68.8 megs
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    Build Patch/Sample Hash Table(s).....Done<0.0430 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  61/1024         2928/49152    ( 6.0%)
    brushes               1328/8192        15936/98304    (16.2%)
    brushsides            9958/65536       79664/524288   (15.2%)
    planes                7366/65536      147320/1310720  (11.2%)
    vertexes             10837/65536      130044/786432   (16.5%)
    nodes                 2430/65536       77760/2097152  ( 3.7%)
    texinfos              2582/12288      185904/884736   (21.0%)
    texdata                402/2048        12864/65536    (19.6%)
    dispinfos              255/0           44880/0        ( 0.0%)
    disp_verts           20655/0          413100/0        ( 0.0%)
    disp_tris            32640/0           65280/0        ( 0.0%)
    disp_lmsamples     1075528/0         1075528/0        ( 0.0%)
    faces                 5686/65536      318416/3670016  ( 8.7%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             3719/65536      208264/3670016  ( 5.7%)
    leaves                2492/65536       79744/2097152  ( 3.8%)
    leaffaces             6918/65536       13836/131072   (10.6%)
    leafbrushes           3012/65536        6024/131072   ( 4.6%)
    areas                    3/256            24/2048     ( 1.2%)
    surfedges            42705/512000     170820/2048000  ( 8.3%)
    edges                27101/256000     108404/1024000  (10.6%)
    LDR worldlights         89/8192         8900/819200   ( 1.1%)
    HDR worldlights          0/8192            0/819200   ( 0.0%)
    leafwaterdata            2/32768          24/393216   ( 0.0%)
    waterstrips            632/32768        6320/327680   ( 1.9%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices         13506/65536       27012/131072   (20.6%)
    cubemapsamples          67/1024         1072/16384    ( 6.5%)
    overlays               322/512        113344/180224   (62.9%)
    LDR lightdata         [variable]     8417632/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]      133627/16777216 ( 0.8%)
    entdata               [variable]      330520/393216   (84.1%) VERY FULL!
    LDR ambient table     2492/65536        9968/262144   ( 3.8%)
    HDR ambient table     2492/65536        9968/262144   ( 3.8%)
    LDR leaf ambient      7662/65536      214536/1835008  (11.7%)
    HDR leaf ambient      2492/65536       69776/1835008  ( 3.8%)
    occluders                0/0               0/0        ( 0.0%)
    occluder polygons        0/0               0/0        ( 0.0%)
    occluder vert ind        0/0               0/0        ( 0.0%)
    Prop Hull Verts          0/0               0/0        ( 0.0%)
    Prop Hull Blob           0/0               0/0        ( 0.0%)
    Prop Hull Lists          0/0               0/0        ( 0.0%)
    Prop Hulls               0/0               0/0        ( 0.0%)
    Prop Hull trilist        0/0               0/0        ( 0.0%)
    detail props          [variable]           1/1341268  ( 0.0%)
    dtl prp lght          [variable]           1/79484    ( 0.0%)
    HDR dtl prp lght      [variable]           1/4        (25.0%)
    static props          [variable]           1/116974   ( 0.0%)
    pakfile               [variable]     5953912/0        ( 0.0%)
    physics               [variable]      521097/4194304  (12.4%)
    physics terrain       [variable]       86611/1048576  ( 8.3%)
    
    Level flags = 0
    
    Total triangle count: 16405
    Writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp
    55 seconds elapsed
    Valve Software - vrad.exe SSE (Jun 21 2017)
    
          Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp
    Setting up ray-trace acceleration structure... Done (4.91 seconds)
    5686 faces
    2 degenerate faces
    1956096 square feet [281677824.00 square inches]
    255 Displacements
    392420 Square Feet [56508532.00 Square Inches]
    5684 patches before subdivision
    117544 patches after subdivision
    sun extent from map=0.000000
    89 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (15)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (14)
    transfers 9011735, max 1221
    transfer lists:  68.8 megs
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    Build Patch/Sample Hash Table(s).....Done<0.0550 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  61/1024         2928/49152    ( 6.0%)
    brushes               1328/8192        15936/98304    (16.2%)
    brushsides            9958/65536       79664/524288   (15.2%)
    planes                7366/65536      147320/1310720  (11.2%)
    vertexes             10837/65536      130044/786432   (16.5%)
    nodes                 2430/65536       77760/2097152  ( 3.7%)
    texinfos              2582/12288      185904/884736   (21.0%)
    texdata                402/2048        12864/65536    (19.6%)
    dispinfos              255/0           44880/0        ( 0.0%)
    disp_verts           20655/0          413100/0        ( 0.0%)
    disp_tris            32640/0           65280/0        ( 0.0%)
    disp_lmsamples     1075528/0         1075528/0        ( 0.0%)
    faces                 5686/65536      318416/3670016  ( 8.7%)
    hdr faces             5686/65536      318416/3670016  ( 8.7%)
    origfaces             3719/65536      208264/3670016  ( 5.7%)
    leaves                2492/65536       79744/2097152  ( 3.8%)
    leaffaces             6918/65536       13836/131072   (10.6%)
    leafbrushes           3012/65536        6024/131072   ( 4.6%)
    areas                    3/256            24/2048     ( 1.2%)
    surfedges            42705/512000     170820/2048000  ( 8.3%)
    edges                27101/256000     108404/1024000  (10.6%)
    LDR worldlights         89/8192         8900/819200   ( 1.1%)
    HDR worldlights         89/8192         8900/819200   ( 1.1%)
    leafwaterdata            2/32768          24/393216   ( 0.0%)
    waterstrips            632/32768        6320/327680   ( 1.9%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices         13506/65536       27012/131072   (20.6%)
    cubemapsamples          67/1024         1072/16384    ( 6.5%)
    overlays               322/512        113344/180224   (62.9%)
    LDR lightdata         [variable]     8417632/0        ( 0.0%)
    HDR lightdata         [variable]     8417632/0        ( 0.0%)
    visdata               [variable]      133627/16777216 ( 0.8%)
    entdata               [variable]      330520/393216   (84.1%) VERY FULL!
    LDR ambient table     2492/65536        9968/262144   ( 3.8%)
    HDR ambient table     2492/65536        9968/262144   ( 3.8%)
    LDR leaf ambient      7662/65536      214536/1835008  (11.7%)
    HDR leaf ambient      7664/65536      214592/1835008  (11.7%)
    occluders                0/0               0/0        ( 0.0%)
    occluder polygons        0/0               0/0        ( 0.0%)
    occluder vert ind        0/0               0/0        ( 0.0%)
    Prop Hull Verts          0/0               0/0        ( 0.0%)
    Prop Hull Blob           0/0               0/0        ( 0.0%)
    Prop Hull Lists          0/0               0/0        ( 0.0%)
    Prop Hulls               0/0               0/0        ( 0.0%)
    Prop Hull trilist        0/0               0/0        ( 0.0%)
    detail props          [variable]           1/1341268  ( 0.0%)
    dtl prp lght          [variable]           1/79484    ( 0.0%)
    HDR dtl prp lght      [variable]           1/79484    ( 0.0%)
    static props          [variable]           1/116974   ( 0.0%)
    pakfile               [variable]     5953912/0        ( 0.0%)
    physics               [variable]      521097/4194304  (12.4%)
    physics terrain       [variable]       86611/1048576  ( 8.3%)
    
    Level flags = 0
    
    Total triangle count: 16405
    Writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp
    57 seconds elapsed
    CDynamicFunction: Closing library 'psapi.dll' (75D90000)
    CDynamicFunction: Closing library 'Kernel32.dll' (76F20000)
    
    -------------------------------------------------------------------------------
    Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\maps\RoE_b2.bsp"
    -------------------------------------------------------------------------------
    
    Finished. Press a key to close.
    I'm rusty with optimizing, so I probably fucked something up.

  4. Post #444
    Thunderstorm Enthusiast
    Guy123's Avatar
    February 2009
    583 Posts
    Is there any prerequisites for having working cubemaps in maps made using the HL2: EP2 hammer? Cubemaps work fine on most maps I make without me paying too much attention to them, but I just made a map for testing reflections on some new materials I got and I can't reflections to work on anything.

    Are the materials done properly/have envmap settings in the vmt?
    Yes - it seems as if the cubemaps aren't being built at all, because even if I test with weapon_cubemap they're all just straight black. Guess what though? They show up and work just fine when I open their .vtfs after extracting them from the map file.

    something something steampipe update breaking cubemaps
    Doesn't explain why on every other map I've made on this exact version of hammer, within the last few days, I can build cubemaps and have them show up in-game without issues.

    Here is a screenshot of what I see after building the cubemaps the proper way (steampipe method):


    I'm at a loss for what's causing this.

  5. Post #445
    Marbledemon's Avatar
    October 2011
    419 Posts
    I'm pretty sure I have a leak, but the compile log doesn't say it.

    After making a proper skybox around my map, the geometry is completely black when I compile with VVIS. It looks normal when I turn VVIS off, however.




    I'm rusty with optimizing, so I probably fucked something up.
    Static prop models/props_street/building_trim_piece02_128_corner.mdl outside the map (2248.00, -2632.00, 640.00)
    0.000000 -2.958233 0.000000
    0.000000 -2.958233 0.000000
    0.000000 -2.946175 0.000000
    0.319468 -2.943274 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    not sure if the "make_triangles" thing is relevant, but there you have your leak, at the bottom of the vbsp log.

  6. Post #446
    Mr Anonymous's Avatar
    November 2009
    2,017 Posts
    Is there any prerequisites for having working cubemaps in maps made using the HL2: EP2 hammer? Cubemaps work fine on most maps I make without me paying too much attention to them, but I just made a map for testing reflections on some new materials I got and I can't reflections to work on anything.

    Are the materials done properly/have envmap settings in the vmt?
    Yes - it seems as if the cubemaps aren't being built at all, because even if I test with weapon_cubemap they're all just straight black. Guess what though? They show up and work just fine when I open their .vtfs after extracting them from the map file.

    something something steampipe update breaking cubemaps
    Doesn't explain why on every other map I've made on this exact version of hammer, within the last few days, I can build cubemaps and have them show up in-game without issues.

    Here is a screenshot of what I see after building the cubemaps the proper way (steampipe method):


    I'm at a loss for what's causing this.
    They don't build for me whatsoever in Half Life 2: Episode 2.

    They go through the process of building and the map restarts but there are no reflections on anything.

    Works in Garry's Mod perfectly fine.

  7. Post #447
    Grenade Man's Avatar
    October 2009
    1,226 Posts
    Building cubemaps in source 2013 is fully broken. It has only been fixed in Garrysmod

    Edited:

    Also you can avoid the problem with some of the custom map compilers
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  8. Post #448
    🚿💩🚿 just do it in the shower and stomp it down the drain asd 🚿💩🚿
    simzboy's Avatar
    September 2008
    3,759 Posts


    ok I think I found the problem. I made the mistake of building my map on the very center of the grid, which I remember can cause some problems. I moved the entire map into one of the quadrants and it seems to be fixed.

  9. Post #449
    Marbledemon's Avatar
    October 2011
    419 Posts


    ok I think I found the problem. I made the mistake of building my map on the very center of the grid, which I remember can cause some problems. I moved the entire map into one of the quadrants and it seems to be fixed.
    Never heard of this but that sounds like something I could use advice on since I've been having strange issues lately, too - could you elaborate on how the maps' position could cause problems and what those are?

  10. Post #450
    Thunderstorm Enthusiast
    Guy123's Avatar
    February 2009
    583 Posts
    Also you can avoid the problem with some of the custom map compilers
    Could I get a link to one of these custom compilers?

  11. Post #451

  12. Post #452
    🚿💩🚿 just do it in the shower and stomp it down the drain asd 🚿💩🚿
    simzboy's Avatar
    September 2008
    3,759 Posts
    Never heard of this but that sounds like something I could use advice on since I've been having strange issues lately, too - could you elaborate on how the maps' position could cause problems and what those are?
    I think it's because of the way visleaves are split up on the grid. Avoiding the very center of the grid supposedly helps create cleaner visleaves. Most of Valve's maps stay away from the center as well.

    That doesn't explain why it fixed my lighting issue, though.

    I wish I could remember where I read this because I feel like I'm talking out of my ass. Can anyone else confirm?

  13. Post #453
    Mr Anonymous's Avatar
    November 2009
    2,017 Posts
    I think it's because of the way visleaves are split up on the grid. Avoiding the very center of the grid supposedly helps create cleaner visleaves. Most of Valve's maps stay away from the center as well.

    That doesn't explain why it fixed my lighting issue, though.

    I wish I could remember where I read this because I feel like I'm talking out of my ass. Can anyone else confirm?
    Yeah it's true, you shouldn't build on the center of the grid due to visleafs.

  14. Post #454
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    5,722 Posts
    Could I get a link to one of these custom compilers?
    https://facepunch.com/showthread.php?t=1488605

    Add -nodefaultcubemap
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  15. Post #455
    Grenade Man's Avatar
    October 2009
    1,226 Posts
    Yeah it's true, you shouldn't build on the center of the grid due to visleafs.
    Crazy how I haven't heard about this in all my years of mapping. Id love it if someone could provide a more detailed description of the logic behind this. After all, Im a sucker for optimisation
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  16. Post #456
    OfficerLamarr's Avatar
    January 2014
    671 Posts
    Crazy how I haven't heard about this in all my years of mapping. Id love it if someone could provide a more detailed description of the logic behind this. After all, Im a sucker for optimisation
    I believe visleafs will automatically cut at every 1024 units, so if you're at the centre it would divide a square room into quadrants.

  17. Post #457
    Moltard's Avatar
    December 2014
    219 Posts
    Crazy how I haven't heard about this in all my years of mapping. Id love it if someone could provide a more detailed description of the logic behind this. After all, Im a sucker for optimisation
    visleaves are cut on each of these brown/orange lines (1024x1024)

  18. Post #458
    Gold Member
    seba079's Avatar
    April 2012
    2,614 Posts
    "Don't build at the center" is useless advice imo, because the origin is no different than the other intersections on Moltard's image
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  19. Post #459
    Grenade Man's Avatar
    October 2009
    1,226 Posts
    "Don't build at the center" is useless advice imo, because the origin is no different than the other intersections on Moltard's image
    Thats exactly what I was thinking, but then again Ive really never heard of this before

  20. Post #460
    🚿💩🚿 just do it in the shower and stomp it down the drain asd 🚿💩🚿
    simzboy's Avatar
    September 2008
    3,759 Posts
    Yeah I wish I could remember the video because they go into way more detail. Pretty interesting how it was the first and only time I heard about it.

  21. Post #461
    Gold Member
    cwook's Avatar
    March 2010
    1,914 Posts
    In Half Life 2: Episode 2, is it possible to make ragdolls collide with func_physboxes?

  22. Post #462
    HGrunt's Avatar
    March 2007
    872 Posts
    Reply With Quote Edit / Delete Reply Windows 7 Chrome Show Events Useful Useful x 1 (list)

  23. Post #463
    Gold Member
    Firegod522's Avatar
    March 2008
    11,722 Posts
    I'm pretty sure I have a leak, but the compile log doesn't say it.

    After making a proper skybox around my map, the geometry is completely black when I compile with VVIS. It looks normal when I turn VVIS off, however.




    -snip-

    I'm rusty with optimizing, so I probably fucked something up.
    I know this is a little late, I was out of town. But try to copy and then paste special everything into a new .vmf
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  24. Post #464
    papkee's Avatar
    December 2011
    1,308 Posts
    Is there a new guide for setting up hammer with gmod? Seems like every time I take a year break from mapping every source tool on my computer breaks and refuses to work.

    I've read that you're just supposed to run hammer from the Gmod bin folder but that doesn't work so obviously there's more to it than that.

  25. Post #465
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    5,722 Posts
    Run hammer.bat first. If you get the gameinfo.txt error, place gameinfo.txt in the bin folder where hammer is.

  26. Post #466
    papkee's Avatar
    December 2011
    1,308 Posts
    what if hammer.bat doesn't exist in my gmod folder? I verified my game cache earlier today and apparently doing that caused it to be removed.

  27. Post #467
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    5,722 Posts
    what if hammer.bat doesn't exist in my gmod folder? I verified my game cache earlier today and apparently doing that caused it to be removed.
    uh try running hammer.exe then. Then try doing the thing with gameinfo.txt Make sure your config is "garrysmod"

  28. Post #468
    papkee's Avatar
    December 2011
    1,308 Posts
    uh try running hammer.exe then. Then try doing the thing with gameinfo.txt Make sure your config is "garrysmod"
    I ran multitool and it seems to have sorted itself out. I went back to my original game configuration from last year and now it's working again. Not sure what happened exactly.

  29. Post #469
    Agameofscones's Avatar
    August 2013
    616 Posts


    With great foliage comes great lighting errors

    Namely, the trees and bushes on top are self shadowing totally black, which is odd.

    Also:



    This solid geometry goes all black at a certain distance or angle, can't figure it out. It's not the windows, I already disabled shadows on them

    And yes, I do have static proplighting enabled (You can see in the first two. Second two were a fast compile)
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  30. Post #470
    ficool2's Avatar
    September 2016
    157 Posts
    https://tf2maps.net/threads/tutorial...-shadows.2994/

    Try this, but do it for your models and for the game you are making the map for instead
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  31. Post #471
    Grenade Man's Avatar
    October 2009
    1,226 Posts
    I also made a tutorial that covers optimal foliage lighting. You can find it in my started threads

  32. Post #472
    Agameofscones's Avatar
    August 2013
    616 Posts

    Halp

  33. Post #473
    Grenade Man's Avatar
    October 2009
    1,226 Posts
    Post compile log

  34. Post #474
    Not a Husky
    GaleTheHusky's Avatar
    May 2012
    600 Posts
    Looks like you're using a VertexLitGeneric material on those brushes. try another texture or edit the VMT and change it to LightmappedGeneric
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  35. Post #475
    Gold Member
    cwook's Avatar
    March 2010
    1,914 Posts
    I think I had a similar issue. Try compiling with -final and/or adding a low-intensity light near the affected brushes.