Jump to content
Sign in to follow this  
Guest York

Day of Infamy Map, lighting/sky box issue

Recommended Posts

Guest York

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

Share this post


Link to post
Share on other sites

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 by maxlevelboi

Share this post


Link to post
Share on other sites

Okay,

Here is the specific error. Notice I only moved my cursor in the air slightly.

DE73D00A6010D25502102EDD04239BFFAD8839C3

47438A611718C2001BD5C27EB1EC08325FDE0B1F

 

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

×