I was working on de_saluzzo, and I compiled it. When I went to test out my compiled map, this happened. I never had any issues previously with my compile. I need help because I have no clue whats causing this, as this is a first time error.
Huge Graphical Issue with my Map, Need Help
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do you have any lights in your map?
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try changing the light entity's quadratic property to 0 and recompile. I had a similar error except my shadows were blue and it fixed it.
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Any Light Entity that has a name will cause this remove the name from the "light".
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More than likely you have a leak, see if you do and fix it
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Quote from 122jimbo
1 minute ago, 122jimbo said: Any Light Entity that has a name will cause this remove the name from the "light".
There aren't any names on any of my light entities.
Quote from TooProForYahoo1 minute ago, TooProForYahoo said: More than likely you have a leak, see if you do and fix it
No leaks either. The map is in it's very early stages so it's surrounded by a hollow skybox block.
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Try deleting and re adding the lights. Also make sure you are compiling in Full Compile (LDR Only). You also need this in your $lights_exe : copy and paste this into your $lights_exe in fast mode: -StaticPropLighting -StaticPropSampleScale 0.25 -bounce 2 -noextra -game $gamedir $path\$file
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Quote from 122jimbo
8 minutes ago, 122jimbo said: Try deleting and re adding the lights. Also make sure you are compiling in Full Compile (LDR Only). You also need this in your $lights_exe : copy and paste this into your $lights_exe in fast mode: -StaticPropLighting -StaticPropSampleScale 0.25 -bounce 2 -noextra -game $gamedir $path\$file
Did as you said and now my vrad keeps crashing. Here's what my compile screen shows after crashing:
Spoiler 4 threads CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ butterfly/knife_butterfly.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ bayonet/knife_bayonet.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ ct/knife_ct.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. 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_m 249para/m249.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_n egev/mach_negev.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_2 23/pist_223.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_c z_75/pist_cz_75.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_d eagle/pist_deagle.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_e lite/m9a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_f iveseven/fiveseven.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_g lock18/pist_glock18.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_h kp2000/pist_hkp2000.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p 250/p250.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_t ec9/pist_tec9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak 47/ak47.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_au g/rif_aug.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_fa mas/rif_famas.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ga lilar/rif_galilar.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4 a1/rif_m4a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4 a1_s/rif_m4a1_s.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg 556/rif_sg556.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_m ag7/shot_mag7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_n ova/shot_nova.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_s awedoff/shot_sawedoff_01.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_x m1014/shot_xm1014.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bi zon/bizon.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ma c10/smg_mac10_1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp 7/smg_mp7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp 9/smg_mp9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p9 0/smg_p90.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_um p45/smg_ump45.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_a wp/awp.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g 3sg1/snip_g3sg1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s car20/snip_scar20.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s sg08/snip_ssg08.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s sg08/snip_ssg08_scope.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_r evolver/pist_revolver.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ falchion_advanced/knife_falchion_advanced.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ push/knife_push.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ survival_bowie/knife_survival_bowie.vmt. materialPath: D:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\mat erials Loading d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.vmf Map revision 63 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 108 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.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) (146385 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 614 texinfos to 534 Reduced 16 texdatas to 16 (363 bytes to 363) Writing d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.bsp 1 second elapsed CDynamicFunction: Closing library 'Kernel32.dll' (750F0000)
------------------------------------------------------------------------------- Running command: cd "D:\Steam\steamapps\common\Counter-Strike Global Offensive\b in" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "D:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\ vvis.exe" -fast -game "D:\Steam\steamapps\common\Counter-Strike Global Offensive \csgo" "d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3" -------------------------------------------------------------------------------
CDynamicFunction: Loading library 'Kernel32.dll' (750F0000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7733BE6 0 Valve Software - vvis.exe (Jun 28 2016) fastvis = true 4 threads reading d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.bsp reading d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.prt 640 portalclusters 1827 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 22008 visible clusters (0.00%) Total clusters visible: 308604 Average clusters visible: 482 Building PAS... Average clusters audible: 640 visdatasize:107664 compressed from 102400 writing d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.bsp 0 seconds elapsed CDynamicFunction: Closing library 'Kernel32.dll' (750F0000)
------------------------------------------------------------------------------- Running command: cd "D:\Steam\steamapps\common\Counter-Strike Global Offensive\b in" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "D:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\ vrad.exe" StaticPropLighting -StaticPropSampleScale 0.25 -bounce 2 -noextra -gam e "D:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" "d:\steam\ste amapps\common\counter-strike global offensive\sdk_content\maps\de_saluzzo_a3" -------------------------------------------------------------------------------
CDynamicFunction: Loading library 'Kernel32.dll' (750F0000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7733BE6 0 Valve Software - vrad.exe SSE (Jun 28 2016)
Valve Radiosity Simulator Command line: "D:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\vra d.exe" "StaticPropLighting" "-StaticPropSampleScale" "0.25" "-bounce" "2" "-noex tra" "-game" "D:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" "d :\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_sal uzzo_a3"
usage : vrad [options...] bspfile example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command -bounce # : Set max number of bounces (default: 100). -fast : Quick and dirty lighting. -fastambient : Per-leaf ambient sampling is lower quality to save compute t ime. -final : High quality processing. equivalent to -extrasky 16. -finitefalloff : use an alternative falloff model that falls off to exactly z ero at the zero_percent_distance. -extrasky n : trace N times as many rays for indirect light and sky ambien t. -low : Run as an idle-priority process. -mpi : Use VMPI to distribute computations. -rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject.
Other options: -novconfig : Don't bring up graphical UI on vproject errors. -dump : Write debugging .txt files. -dumpnormals : Write normals to debug files. -dumptrace : Write ray-tracing environment to debug files. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -lights <file> : Load a lights file in addition to lights.rad and the level lights file. -noextra : Disable supersampling. -debugextra : Places debugging data in lightmaps to visualize supersampling. -smooth # : Set the threshold for smoothing groups, in degrees (default 45). -dlightmap : Force direct lighting into different lightmap than radiosity. -stoponexit : Wait for a keypress on exit. -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -nodetaillight : Don't light detail props. -centersamples : Move sample centers. -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0). The number specified must be less than 1.0 or it will be ignored. -loghash : Log the sample hash table to samplehash.txt. -onlydetail : Only light detail props and per-leaf lighting. -maxdispsamplesize #: Set max displacement sample size (default: 512). -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows. Recommended values are between 0 and 5. Default is 0. -FullMinidumps : Write large minidumps on crash. -chop : Smallest number of luxel widths for a bounce patch, used on edges -maxchop : Coarsest allowed number of luxel widths for a patch, used in f ace interiors -LargeDispSampleRadius: This can be used if there are splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area. -StaticPropLighting : generate baked static prop vertex lighting -StaticPropLightingFinal : generate baked static prop vertex lighting (uses higher/final quality processing) -StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug opti on) -StaticPropNormals : when lighting static props, just show their normal vector
-textureshadows : Allows texture alpha channels to block light - rays intersec ting alpha surfaces will sample the texture -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static propFinished. Pres s a key to close.
Nevermind, I fixed the crashing issue, got it to recompile and the issue is still there. I'm so lost.
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Just did a full "final" compile to see if it was just my fast settings; spoiler, it wasn't. Compiling in 'final' just made it worse. Now my whole fucking map is black! Seriously about to give up.
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try putting it in a different vmf (create a new one and paste it in). Try using valves prebuilt lighting from dust2.
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Quote from TooProForYahoo
1 hour ago, TooProForYahoo said: try putting it in a different vmf (create a new one and paste it in). Try using valves prebuilt lighting from dust2.
This appears to have worked! Thank you so much. I copy-pasted everything into a different vmf, removed all light entities except for the light enivornment, and it worked! No issues, guess it was just a one time thing??? I hope i don't run into this again lol.
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