I'm still getting the white 3D skybox! And
I have no leaks, and I placed a light_enviromment(which seems to have a "minimum" lighting no matter how low I set the intensity, and that ruins my ambience, so I'll delete it).
Here's the log:
[quote]
** Executing...
** Command: "f:\steam\steamapps\samurai_jack_force\sourcesdk\bin\source2007\bin\vbsp.exe"
** Parameters: -game "f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2" "F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2\materials
Loading F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.vmf
Patching WVT material: maps/gm_football/nature/blendsandsand008a_wvt_patch
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1784 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (869039 bytes)
Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lamp_standard_off01.mdl"!
Error! prop_static using model "models/props_debris/concrete_chunk03a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/concrete_chunk03a.mdl"!
Error! prop_static using model "models/props_wasteland/prison_bedframe001b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/prison_bedframe001b.mdl"!
Error! prop_static using model "models/props_c17/furnituredresser001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnituredresser001a.mdl"!
Error loading studio model ""!
Error! prop_static using model "models/props_lab/reciever_cart.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/reciever_cart.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTDIRT001A uses unknown detail object type citygrass01!
..10
Compacting texture/material tables...
Reduced 4458 texinfos to 2743
Reduced 400 texdatas to 303 (16425 bytes to 12543)
Writing F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp
18 seconds elapsed
0.351219 0.813041 0.000000
-0.351219 -0.813940 0.000000
-0.403459 0.813041 0.000000
0.403459 0.813041 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "f:\steam\steamapps\samurai_jack_force\sourcesdk\bin\source2007\bin\vvis.exe"
** Parameters: -game "f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2" "F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football"
Valve Software - vvis.exe (May 19 2009)
2 threads
reading f:\steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp
reading f:\steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.prt
384 portalclusters
808 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 84 visible clusters (0.00%)
Total clusters visible: 27190
Average clusters visible: 70
Building PAS...
Average clusters audible: 120
visdatasize:21278 compressed from 36864
writing f:\steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp
3 seconds elapsed
** Executing...
** Command: "f:\steam\steamapps\samurai_jack_force\sourcesdk\bin\source2007\bin\vrad.exe"
** Parameters: -game "f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2" "F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading f:\steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp
Setting up ray-trace acceleration structure... Done (14.99 seconds)
9421 faces
9 degenerate faces
2140082 square feet [308171840.00 square inches]
13 Displacements
99252 Square Feet [14292384.00 Square Inches]
9412 patches before subdivision
160438 patches after subdivision
911 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (246)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (89)
transfers 25592216, max 1111
transfer lists: 195.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1237038, 959535, 545217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(357611, 232541, 122791)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(108704, 59368, 28617)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(33675, 15461, 6737)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(10533, 4079, 1595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(3310, 1084, 378)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1043, 290, 90)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(329, 78, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(104, 21, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(33, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(10, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1303 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (46)
FinalLightFace Done
497 of 769 (64% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (42)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------ models 38/1024 1824/49152 ( 3.7%)
brushes 2258/8192 27096/98304 (27.6%)
brushsides 19884/65536 159072/524288 (30.3%)
planes 14072/65536 281440/1310720 (21.5%)
vertexes 15460/65536 185520/786432 (23.6%)
nodes 1864/65536 59648/2097152 ( 2.8%)
texinfos 2743/12288 197496/884736 (22.3%)
texdata 303/2048 9696/65536 (14.8%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 3757/0 75140/0 ( 0.0%)
disp_tris 6656/0 13312/0 ( 0.0%)
disp_lmsamples 201269/0 201269/0 ( 0.0%)
faces 9421/65536 527576/3670016 (14.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6548/65536 366688/3670016 (10.0%)
leaves 1903/65536 60896/2097152 ( 2.9%)
leaffaces 11026/65536 22052/131072 (16.8%)
leafbrushes 4053/65536 8106/131072 ( 6.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 71390/512000 285560/2048000 (13.9%)
edges 43638/256000 174552/1024000 (17.0%)
LDR worldlights 911/8192 80168/720896 (11.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 838/32768 8380/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16179/65536 32358/131072 (24.7%)
cubemapsamples 47/1024 752/16384 ( 4.6%)
overlays 3/512 1056/180224 ( 0.6%)
LDR lightdata [variable] 8900796/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 21278/16777216 ( 0.1%)
entdata [variable] 102819/393216 (26.1%)
LDR ambient table 1903/65536 7612/262144 ( 2.9%)
HDR ambient table 1903/65536 7612/262144 ( 2.9%)
LDR leaf ambient 6629/65536 185612/1835008 (10.1%)
HDR leaf ambient 1903/65536 53284/1835008 ( 2.9%)
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] 1/58748 ( 0.0%)
pakfile [variable] 4243075/0 ( 0.0%)
physics [variable] 869039/4194304 (20.7%)
physics terrain [variable] 5964/1048576 ( 0.6%)
Level flags = 0
Total triangle count: 26010
Writing f:\steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp
7 minutes, 34 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp" "f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2\maps\gm_football.bsp"
** Executing...
** Command: f:\steam\steam.exe
** Parameters: -applaunch 420 -game "f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2" +map "gm_football"
[/quote]
Please help :(.
[EDIT] Yes, I have some prop errors, but those don't matter.