TCfromBN
Newbie
- Joined
- Dec 21, 2004
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- 2,656
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Ive added some new lights to my map and they are not showing up in game. I cant figure this out on my own.
I am aware of the model problems and the displacement errors. I also would like to know if thoes displacement errors can be left alone.
Code:
Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\*\day of defeat source\dod\materials
Loading C:\Program Files\Valve\Steam\SteamApps\*\sourcesdk\bin\HammerAutosave\desert_gloryb1.vmf
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 132 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\*\sourcesdk\bin\HammerAutosave\desert_gloryb1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_04_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_04_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: invalid neighbor connection on displacement near (960.00 -48.00 64.00)
Warning: invalid neighbor connection on displacement near (1064.39 -52.00 64.00)
Warning: invalid neighbor connection on displacement near (1114.80 -48.00 64.00)
Warning: invalid neighbor connection on displacement near (1114.64 -52.00 64.00)
Warning: invalid neighbor connection on displacement near (1052.87 -72.00 128.00)
Warning: invalid neighbor connection on displacement near (1052.87 -72.00 128.00)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (2057542 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (6591817 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/wood_board05a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/wood_board05a.mdl"!
Error! prop_static using model "models/props_debris/wood_board01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/wood_board01a.mdl"!
Error! prop_static using model "models/props_debris/wood_board06a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/wood_board06a.mdl"!
Error! prop_static using model "models/props_interiors/Radiator01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/Radiator01a.mdl"!
Error! prop_static using model "models/props_wasteland/prison_bedframe001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/prison_bedframe001a.mdl"!
Error! prop_static using model "models/props_crates/woodbarrel001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_crates/woodbarrel001.mdl"!
Error! prop_static using model "models/props_junk/wood_crate001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/wood_crate001a.mdl"!
Error! prop_static using model "models/props_wasteland/prison_heater002a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/prison_heater002a.mdl"!
Error! prop_static using model "models/props_urban/wall_lamp2.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_urban/wall_lamp2.mdl"!
Error! prop_static using model "models/props_junk/wood_crate002a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/wood_crate002a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 615 texinfos to 418
Reduced 266 texdatas to 190 (11423 bytes to 7002)
Writing C:\Program Files\Valve\Steam\SteamApps\*\sourcesdk\bin\HammerAutosave\desert_gloryb1.bsp
20 seconds elapsed
Memory leak: mempool blocks left in memory: 25
Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
2 threads
reading c:\program files\valve\steam\steamapps\*\sourcesdk\bin\hammerautosave\desert_gloryb1.bsp
reading c:\program files\valve\steam\steamapps\*\sourcesdk\bin\hammerautosave\desert_gloryb1.prt
655 portalclusters
2364 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 7742 visible clusters (0.00%)
Total clusters visible: 371797
Average clusters visible: 567
Building PAS...
Average clusters audible: 654
visdatasize:111083 compressed from 115280
writing c:\program files\valve\steam\steamapps\*\sourcesdk\bin\hammerautosave\desert_gloryb1.bsp
3 seconds elapsed
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\*\sourcesdk\bin\hammerautosave\desert_gloryb1.bsp
2014 faces
190797 square feet [27474866.00 square inches]
152 displacements
157324 square feet [22654668.00 square inches]
2014 patches before subdivision
29420 patches after subdivision
light has _fifty_percent_distance of 50.000000 but no zero_percent_distance
light has _fifty_percent_distance of 50.000000 but no zero_percent_distance
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (114)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (105)
transfers 1333098, max 559
transfer lists: 10.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(97962, 84044, 39657)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(8143, 6011, 2000)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1035, 687, 181)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(194, 116, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(46, 25, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(13, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0348 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 11/1024 528/49152 ( 1.1%)
brushes 443/8192 5316/98304 ( 5.4%)
brushsides 2954/65536 23632/524288 ( 4.5%)
planes 1882/65536 37640/1310720 ( 2.9%)
vertexes 4989/65536 59868/786432 ( 7.6%)
nodes 1233/65536 39456/2097152 ( 1.9%)
texinfos 418/12288 30096/884736 ( 3.4%)
texdata 190/2048 6080/65536 ( 9.3%)
dispinfos 152/0 26752/0 ( 0.0%)
disp_verts 17928/0 358560/0 ( 0.0%)
disp_tris 29824/0 59648/0 ( 0.0%)
disp_lmsamples 374223/0 374223/0 ( 0.0%)
faces 2014/65536 112784/3670016 ( 3.1%)
origfaces 1381/65536 77336/3670016 ( 2.1%)
leaves 1245/65536 39840/2097152 ( 1.9%)
leaffaces 2213/65536 4426/131072 ( 3.4%)
leafbrushes 824/65536 1648/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15268/512000 61072/2048000 ( 3.0%)
edges 9282/256000 37128/1024000 ( 3.6%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 154/32768 1540/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3030/65536 6060/131072 ( 4.6%)
cubemapsamples 101/1024 1616/16384 ( 9.9%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 1557740/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 111083/16777216 ( 0.7%)
entdata [variable] 48050/393216 (12.2%)
LDR leaf ambient 1245/65536 29880/1572864 ( 1.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 6/0 240/0 ( 0.0%)
occluder polygons 138/0 1656/0 ( 0.0%)
occluder vert ind 580/0 2320/0 ( 0.0%)
detail props [variable] 1/1232 ( 0.1%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/29662 ( 0.0%)
pakfile [variable] 8855433/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 2057542/4194304 (49.1%)
==== Total Win32 BSP file data space used: 14033613 bytes ====
Linux Specific Data:
physicssurface [variable] 6591817/6291456 (104.8%) VERY FULL!
==== Total Linux BSP file data space used: 18567888 bytes ====
Total triangle count: 5624
Writing c:\program files\valve\steam\steamapps\*\sourcesdk\bin\hammerautosave\desert_gloryb1.bsp
3 minutes, 52 seconds elapsed
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\*\sourcesdk\bin\hammerautosave\desert_gloryb1.bsp
2014 faces
190797 square feet [27474866.00 square inches]
152 displacements
157324 square feet [22654668.00 square inches]
2014 patches before subdivision
29420 patches after subdivision
light has _fifty_percent_distance of 50.000000 but no zero_percent_distance
light has _fifty_percent_distance of 50.000000 but no zero_percent_distance
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (116)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (106)
transfers 1333433, max 559
transfer lists: 10.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(71379, 61234, 29161)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(6070, 4449, 1478)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(811, 529, 138)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(160, 94, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(39, 21, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(11, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0311 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 11/1024 528/49152 ( 1.1%)
brushes 443/8192 5316/98304 ( 5.4%)
brushsides 2954/65536 23632/524288 ( 4.5%)
planes 1882/65536 37640/1310720 ( 2.9%)
vertexes 4989/65536 59868/786432 ( 7.6%)
nodes 1233/65536 39456/2097152 ( 1.9%)
texinfos 418/12288 30096/884736 ( 3.4%)
texdata 190/2048 6080/65536 ( 9.3%)
dispinfos 152/0 26752/0 ( 0.0%)
disp_verts 17928/0 358560/0 ( 0.0%)
disp_tris 29824/0 59648/0 ( 0.0%)
disp_lmsamples 374223/0 374223/0 ( 0.0%)
faces 2014/65536 112784/3670016 ( 3.1%)
origfaces 1381/65536 77336/3670016 ( 2.1%)
leaves 1245/65536 39840/2097152 ( 1.9%)
leaffaces 2213/65536 4426/131072 ( 3.4%)
leafbrushes 824/65536 1648/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15268/512000 61072/2048000 ( 3.0%)
edges 9282/256000 37128/1024000 ( 3.6%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 14/8192 1232/720896 ( 0.2%)
waterstrips 154/32768 1540/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3030/65536 6060/131072 ( 4.6%)
cubemapsamples 101/1024 1616/16384 ( 9.9%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 1557740/0 ( 0.0%)
HDR lightdata [variable] 1557740/0 ( 0.0%)
visdata [variable] 111083/16777216 ( 0.7%)
entdata [variable] 48050/393216 (12.2%)
LDR leaf ambient 1245/65536 29880/1572864 ( 1.9%)
HDR leaf ambient 1245/65536 29880/1572864 ( 1.9%)
occluders 6/0 240/0 ( 0.0%)
occluder polygons 138/0 1656/0 ( 0.0%)
occluder vert ind 580/0 2320/0 ( 0.0%)
detail props [variable] 1/1232 ( 0.1%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/29662 ( 0.0%)
pakfile [variable] 8855433/0 ( 0.0%)
I am aware of the model problems and the displacement errors. I also would like to know if thoes displacement errors can be left alone.