Forum posts

Posted 16 years ago2008-07-07 21:40:57 UTC
in env_cubemap problem Post #252214
Hello this is my compile log:

** Executing...
** Command: "c:\games\steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\games\steam\steamapps\xxx\half-life 2 episode two\ep2" "C:\Games\Steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\games\steam\steamapps\xxx\half-life 2 episode two\ep2\materials
Loading C:\Games\Steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Games\Steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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) (297291 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 576 texinfos to 329
Reduced 92 texdatas to 88 (2132 bytes to 1980)
Writing C:\Games\Steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.bsp
2 seconds elapsed

** Executing...
** Command: "c:\games\steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\games\steam\steamapps\xxx\half-life 2 episode two\ep2" "C:\Games\Steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\games\steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.bsp
reading c:\games\steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.prt
1015 portalclusters
2369 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 (5)
Optimized: 1407 visible clusters (0.00%)
Total clusters visible: 99330
Average clusters visible: 97
Building PAS...
Average clusters audible: 336
visdatasize:111535 compressed from 259840
writing c:\games\steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.bsp
5 seconds elapsed

** Executing...
** Command: "c:\games\steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\games\steam\steamapps\xxx\half-life 2 episode two\ep2" "C:\Games\Steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03"

Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\games\steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.bsp
Setting up ray-trace acceleration structure... Done (1.55 seconds)
3657 faces
80747 square feet [11627697.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3657 patches before subdivision
17153 patches after subdivision
sun extent from map=0.000000
70 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 1890879, max 432
transfer lists: 14.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(52519, 51737, 52642)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(18313, 17240, 17165)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5790, 5219, 5021)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1974, 1726, 1590)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(685, 582, 509)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(242, 201, 167)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(87, 71, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(31, 25, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(12, 9, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0095 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 12/1024 576/49152 ( 1.2%)
brushes 848/8192 10176/98304 (10.4%)
brushsides 5168/65536 41344/524288 ( 7.9%)
planes 1394/65536 27880/1310720 ( 2.1%)
vertexes 4758/65536 57096/786432 ( 7.3%)
nodes 2149/65536 68768/2097152 ( 3.3%)
texinfos 329/12288 23688/884736 ( 2.7%)
texdata 88/2048 2816/65536 ( 4.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3657/65536 204792/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2373/65536 132888/3670016 ( 3.6%)
leaves 2162/65536 69184/2097152 ( 3.3%)
leaffaces 4170/65536 8340/131072 ( 6.4%)
leafbrushes 1451/65536 2902/131072 ( 2.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 26431/512000 105724/2048000 ( 5.2%)
edges 16356/256000 65424/1024000 ( 6.4%)
LDR worldlights 70/8192 6160/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 196/32768 1960/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3366/65536 6732/131072 ( 5.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 931340/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 111535/16777216 ( 0.7%)
entdata [variable] 52570/393216 (13.4%)
LDR ambient table 2162/65536 8648/262144 ( 3.3%)
HDR ambient table 2162/65536 8648/262144 ( 3.3%)
LDR leaf ambient 6262/65536 175336/1835008 ( 9.6%)
HDR leaf ambient 2162/65536 60536/1835008 ( 3.3%)
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] 1/8564 ( 0.0%)
pakfile [variable] 212182/0 ( 0.0%)
physics [variable] 297291/4194304 ( 7.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9517
Writing c:\games\steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.bsp
35 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\games\steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.bsp
Setting up ray-trace acceleration structure... Done (1.55 seconds)
3657 faces
80747 square feet [11627697.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3657 patches before subdivision
17153 patches after subdivision
sun extent from map=0.000000
70 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 1890879, max 432
transfer lists: 14.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(52521, 51738, 52643)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(18313, 17241, 17166)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5791, 5219, 5021)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1974, 1726, 1590)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(685, 582, 509)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(242, 201, 167)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(87, 71, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(31, 25, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(12, 9, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0095 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 12/1024 576/49152 ( 1.2%)
brushes 848/8192 10176/98304 (10.4%)
brushsides 5168/65536 41344/524288 ( 7.9%)
planes 1394/65536 27880/1310720 ( 2.1%)
vertexes 4758/65536 57096/786432 ( 7.3%)
nodes 2149/65536 68768/2097152 ( 3.3%)
texinfos 329/12288 23688/884736 ( 2.7%)
texdata 88/2048 2816/65536 ( 4.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3657/65536 204792/3670016 ( 5.6%)
hdr faces 3657/65536 204792/3670016 ( 5.6%)
origfaces 2373/65536 132888/3670016 ( 3.6%)
leaves 2162/65536 69184/2097152 ( 3.3%)
leaffaces 4170/65536 8340/131072 ( 6.4%)
leafbrushes 1451/65536 2902/131072 ( 2.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 26431/512000 105724/2048000 ( 5.2%)
edges 16356/256000 65424/1024000 ( 6.4%)
LDR worldlights 70/8192 6160/720896 ( 0.9%)
HDR worldlights 70/8192 6160/720896 ( 0.9%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 196/32768 1960/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3366/65536 6732/131072 ( 5.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 931340/0 ( 0.0%)
HDR lightdata [variable] 931340/0 ( 0.0%)
visdata [variable] 111535/16777216 ( 0.7%)
entdata [variable] 52570/393216 (13.4%)
LDR ambient table 2162/65536 8648/262144 ( 3.3%)
HDR ambient table 2162/65536 8648/262144 ( 3.3%)
LDR leaf ambient 6262/65536 175336/1835008 ( 9.6%)
HDR leaf ambient 6260/65536 175280/1835008 ( 9.6%)
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] 1/8564 ( 0.0%)
pakfile [variable] 212182/0 ( 0.0%)
physics [variable] 297291/4194304 ( 7.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9517
Writing c:\games\steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.bsp
35 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam\steamapps\xxx\sourcesdk\bin\orangebox\bin\portfolio03.bsp" "c:\games\steam\steamapps\xxx\half-life 2 episode two\ep2\maps\portfolio03.bsp"

I keep getting that cubemap problem and I can't find out what's causing it and what it does to my map but a problem is never good. I am in a bit of a hurry because this map is my portfolio which needs to be finished today :D However I would like to be able to fix this bug if it's possible any ideas what's causing it?
Posted 16 years ago2008-07-03 18:11:05 UTC
in Door problem Post #252094
Well that was the problem, that wasn't checked by default here for some reason, thanks very much :)
Posted 16 years ago2008-07-03 09:41:07 UTC
in Door problem Post #252079
Hello I have a problem making my doors work in episode 2. I have tried a normal sliding door and a rotating door (I know I need to put the origin to the side of the door) However neither the sliding door nor the rotating one works. if I walk up against them they just do nothing, I can't find anything on the net about not working doors only tutorials on how easy it should be with the source engine :S