Guest York Posted October 3, 2017 Report Posted October 3, 2017 I'm currently working on a map based in Puys, France (dieppe raid) I uploaded my txt and bsp, and below I attached the last normal compile log without HDI checkmarked. I've been mapping for some time, learned most of it through trial/error before youtube was really a major thing and DoI mapping has been more of the same being that many things did not transition from DoD:S its a fairly different way of mapping. My issue is that while in game the skybox will look normal up till you are looking at it from an angle (like pointing your crosshairs strait up) it begins to flip from a pleaseant day to a gloomy dusk. I had worked through some displacement errors in the compile hoping to have that solved the problem, but to no avail. any help would be appreciated, and thank you! Last Full Compile: Quote materialPath: C:\Program Files (x86)\Steam\steamapps\common\dayofinfamy\doi\materials Loading C:\Program Files (x86)\Steam\steamapps\common\dayofinfamy\sdk_content\maps\puys_outline.vmf Map revision 343 ConVarRef gpu_level doesn't point to an existing ConVar Error! Variable "$basetexture" is multiply defined in material "maps/terrain/blend_af_pebbles_sand"! Error! Variable "$basetexture" is multiply defined in material "maps/terrain/blend_af_pebbles_sand"! Patching WVT material: maps/puys_outline/foy/walls/blend_plaster_brick_01_wvt_patch Patching WVT material: maps/puys_outline/maps/brick/sic_brick_blend_07_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 484 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files (x86)\Steam\steamapps\common\dayofinfamy\sdk_content\maps\puys_outline.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 (1) (860883 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3501 texinfos to 1890 Reduced 259 texdatas to 208 (12925 bytes to 10832) Writing C:\Program Files (x86)\Steam\steamapps\common\dayofinfamy\sdk_content\maps\puys_outline.bsp 10 seconds elapsed 4 threads reading c:\program files (x86)\steam\steamapps\common\dayofinfamy\sdk_content\maps\puys_outline.bsp reading c:\program files (x86)\steam\steamapps\common\dayofinfamy\sdk_content\maps\puys_outline.prt 1322 portalclusters 2899 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 7190 visible clusters (0.00%) Total clusters visible: 479304 Average clusters visible: 362 Building PAS... Average clusters audible: 1032 visdatasize:360537 compressed from 444192 writing c:\program files (x86)\steam\steamapps\common\dayofinfamy\sdk_content\maps\puys_outline.bsp 45 seconds elapsed [Reading texlights from 'lights.rad'] [4 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\dayofinfamy\sdk_content\maps\puys_outline.bsp 9190 faces 2 degenerate faces 4166538 square feet [599981568.00 square inches] 626 Displacements 1053489 Square Feet [151702432.00 Square Inches] 9188 patches before subdivision 251910 patches after subdivision 202 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 13710597, max 1309 transfer lists: 104.6 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(452493, 339537, 195279) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(81608, 54439, 27768) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(20172, 11876, 5261) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5136, 2513, 987) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1584, 644, 227) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(514, 166, 55) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(189, 50, 16) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(73, 16, 5) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(30, 5, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(13, 2, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(6, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(2, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.2488 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 22/1024 1056/49152 ( 2.1%) brushes 2429/8192 29148/98304 (29.7%) brushsides 16097/65536 128776/524288 (24.6%) planes 6208/65536 124160/1310720 ( 9.5%) vertexes 18741/65536 224892/786432 (28.6%) nodes 3338/65536 106816/2097152 ( 5.1%) texinfos 1890/12288 136080/884736 (15.4%) texdata 208/2048 6656/65536 (10.2%) dispinfos 626/0 110176/0 ( 0.0%) disp_verts 50706/0 1014120/0 ( 0.0%) disp_tris 80128/0 160256/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 2774672/0 2774672/0 ( 0.0%) faces 9190/65536 514640/3670016 (14.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6575/65536 368200/3670016 (10.0%) facebrushes 1025/0 2050/0 ( 0.0%) facebrushlists 9190/0 36760/0 ( 0.0%) leaves 3361/65536 107552/2097152 ( 5.1%) leaffaces 10896/65536 21792/131072 (16.6%) leafbrushes 4867/65536 9734/131072 ( 7.4%) areas 4/256 32/2048 ( 1.6%) surfedges 72621/512000 290484/2048000 (14.2%) edges 48886/256000 195544/1024000 (19.1%) LDR worldlights 202/8192 20200/819200 ( 2.5%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1295/32768 12950/327680 ( 4.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 27165/65536 54330/131072 (41.5%) cubemapsamples 32/1024 512/16384 ( 3.1%) overlays 0/1024 0/360448 ( 0.0%) LDR lightdata [variable] 21487068/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 360537/16777216 ( 2.1%) entdata [variable] 84816/393216 (21.6%) LDR ambient table 3361/65536 13444/262144 ( 5.1%) HDR ambient table 3361/65536 13444/262144 ( 5.1%) LDR leaf ambient 15555/65536 435540/1835008 (23.7%) HDR leaf ambient 3361/65536 94108/1835008 ( 5.1%) 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] 1/97606 ( 0.0%) pakfile [variable] 74736/0 ( 0.0%) physics [variable] 860883/4194304 (20.5%) physics terrain [variable] 271320/1048576 (25.9%) Level flags = 4 Total triangle count: 28012 Writing c:\program files (x86)\steam\steamapps\common\dayofinfamy\sdk_content\maps\puys_outline.bsp 21 minutes, 53 seconds elapsed Thanks again. puys_outline.txt puys_outline.bsp puys_outline.txt puys_outline.bsp Quote
maxlevelboi Posted October 3, 2017 Report Posted October 3, 2017 (edited) I recommend taking the entire compile log through this sites log checker http://www.interlopers.net/errors/ It will give you advice on how to proceed if there is an error in the compile log, it could also be something caused outside of the compile log Since I do not have any screenshots of the error I am unable to make an assessment Edited October 3, 2017 by maxlevelboi blackdog 1 Quote
York Posted October 3, 2017 Report Posted October 3, 2017 Okay, Here is the specific error. Notice I only moved my cursor in the air slightly. This has been annoying to say the least. I have changed the skymap I have played with other lighting settings, fixed (all?) the problems in the compile. Also, the interlopers checker came up with nothing in the compile log. I know I have a few textures that are pinging in the compile but, again, while I know a little bit about the technical side, not all by any stretch. I have also attached the .bsp and .txt files in the first post. If you have DoI and are willing to see it ingame it might help identify my problem more clearly if the screen captures do not. Quote
maxlevelboi Posted October 4, 2017 Report Posted October 4, 2017 I understand that this might be a awkward thing to ask for but could I have the vmf? I will check it when I come home and see if I see anything crazy Quote
Radu Posted October 5, 2017 Report Posted October 5, 2017 That's how HDR works. You can try to tweak the exposure parameters through an env_tonemap_controller entity. Read more about it here https://developer.valvesoftware.com/wiki/Advanced_HDR Alternatively, copy the light settings and skybox from Saint Lo. maxlevelboi 1 Quote
York Posted October 7, 2017 Report Posted October 7, 2017 Okay, not sure why I didn't try this in the first place. I began cordoning off and checking the map in pieces, found out that a water texture I was using was causing my problems. Thanks to those who helped. maxlevelboi 1 Quote
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