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Huge Graphical Issue with my Map, Need Help


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Posted

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.

 

 

Posted
3 minutes ago, TooProForYahoo said:

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. 

Just did what you suggested. Didn't fix it, it still looks exactly the same :(

Posted
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.

1 minute ago, TooProForYahoo said:

More than likely you have a leak, see if you do and fix it

https://developer.valvesoftware.com/wiki/Leak

No leaks either. The map is in it's very early stages so it's surrounded by a hollow skybox block.

Posted

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

Posted (edited)
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.

Edited by Plat
Posted
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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