Dark In-game textures, except with flashlight on, idk why

  • Thread starter Thread starter tw1tch01
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tw1tch01

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I know theres other messages in the compile log which most likely have nothing to do with the dark textures. I am not concerned with those errors in this thread. I am only concerned with fixing the dark textures in this thread.

Within Hammer everything appears normal.
But in-game:
Textures on the ground near handrails is shaded to black. Theres also wood paneling of sorts that goes on the outside of the walls in the map. Any where near this wood paneling gets shaded to black as well. When I turn the flashlight on, the textures appear normal, otherwise there shaded to black.

I simply deleted the offending handrails and wood paneling within hammer and textures showed up fine in-game.
I would like to keep the handrails and wood paneling however, as they complete the map.

The map is a direct port of de_tides from CSS to HL2DM.

Any Help is much appreciated. Thx. :cool:

The compile log:



materialPath: c:\program files\valve\steam\steamapps\\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\\sourcesdk\Original VMF's\de_tides.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_I, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_E, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_G, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_K, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_H, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
Can't find surfaceprop concret for material DE_TIDES/TIDES_WALL_01, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSAFRNT, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_GRAINY_1, using default
Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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 698 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\accountname606\sourcesdk\Original VMF's\de_tides.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_05rt"
Can't load skybox file skybox/sky_day01_05 to build the default cubemap!
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) (1631046 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (2713434 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7669 texinfos to 4337
Reduced 70 texdatas to 69 (1938 bytes to 1818)
Writing C:\Program Files\Valve\Steam\SteamApps\\sourcesdk\Original VMF's\de_tides.bsp
11 seconds elapsed

1 threads
reading c:\program files\valve\steam\steamapps\\sourcesdk\original vmf's\de_tides.bsp
reading c:\program files\valve\steam\steamapps\\sourcesdk\original vmf's\de_tides.prt
1808 portalclusters
5425 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 1607 visible clusters (0.00%)
Total clusters visible: 451430
Average clusters visible: 249
Building PAS...
Average clusters audible: 645
visdatasize:376102 compressed from 838912
writing c:\program files\valve\steam\steamapps\\sourcesdk\original vmf's\de_tides.bsp
11 minutes, 14 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\\sourcesdk\original vmf's\de_tides.bsp
8843 faces
7 degenerate faces
303810 square feet [43748688.00 square inches]
218 displacements
27882 square feet [4015132.00 square inches]
8836 patches before subdivision
49493 patches after subdivision
74 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2609690, max 563
transfer lists: 19.9 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(21387, 20617, 14402)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2309, 2122, 1163)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(270, 247, 112)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(32, 29, 11)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(4, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0318 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
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 4/1024 192/49152 ( 0.4%)
brushes 2851/8192 34212/98304 (34.8%)
brushsides 22252/65536 178016/524288 (34.0%)
planes 12496/65536 249920/1310720 (19.1%)
vertexes 22066/65536 264792/786432 (33.7%)
nodes 3979/65536 127328/2097152 ( 6.1%)
texinfos 4337/12288 312264/884736 (35.3%)
texdata 69/2048 2208/65536 ( 3.4%)
dispinfos 218/0 38368/0 ( 0.0%)
disp_verts 5506/0 110120/0 ( 0.0%)
disp_tris 7072/0 14144/0 ( 0.0%)
disp_lmsamples 83704/0 83704/0 ( 0.0%)
faces 8843/65536 495208/3670016 (13.5%)
origfaces 6610/65536 370160/3670016 (10.1%)
leaves 3984/65536 127488/2097152 ( 6.1%)
leaffaces 11504/65536 23008/131072 (17.6%)
leafbrushes 8128/65536 16256/131072 (12.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 67783/512000 271132/2048000 (13.2%)
edges 41737/256000 166948/1024000 (16.3%)
LDR worldlights 74/8192 6512/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1069/32768 10690/327680 ( 3.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 19278/65536 38556/131072 (29.4%)
cubemapsamples 27/1024 432/16384 ( 2.6%)
overlays 29/512 10208/180224 ( 5.7%)
LDR lightdata [variable] 1311652/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 376102/16777216 ( 2.2%)
entdata [variable] 122179/393216 (31.1%)
LDR leaf ambient 3984/65536 95616/1572864 ( 6.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/26260 ( 0.0%)
pakfile [variable] 206795/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 1631046/4194304 (38.9%)
==== Total Win32 BSP file data space used: 6695282 bytes ====
Linux Specific Data:
physicssurface [variable] 2713434/6291456 (43.1%)
==== Total Linux BSP file data space used: 7777670 bytes ====
Total triangle count: 23713
Writing c:\program files\valve\steam\steamapps\\sourcesdk\original vmf's\de_tides.bsp
 
looks like you might need to re-texture it. clearly some of the materials from CSS aren't available in DM
 
The textures are available by extracting them through the CSS shared .gcf and treating them as a custom HL2DM texture:

http://www.chatbear.com/board.plm?a=viewthread&t=315,1144332467,28570&id=976121&b=4989&v=flatold

But they are available.

de_tides has a section of map above the main play area also. It consists of a sky_camera, and a large box area with no draw and skybox texturing. I figured to try and delete them to optimize the map as they werent absolutely necessary, and 1/3 of the textures which were previously dark lightened up to normal. I also tried adding light_spot entities randomly about the map and compiling. Where the light_spot entities were shining was lit up just fine, it would just take about 100 extra of them to light the map. There are still 2/3 of the textures which are dark, however, unless theres some direct light source.

I was thinking it may be a compile/vrad error, but I dontknow for sure:

I looked for my CSS lights.rad file and it only had one line in it:xeno/crys_4b 255 160 128 40000
So I added that line to my HL2DM lights.rad file just incase.

I just cant figure out why deleting that above area, or the handrails, would make some of the darkness go away.
 
it might be your graphics card.

i get this problem too, models don't light correctly and cast very very dark shadows on the ground, that look weird.
 
No, its not the graphics-card/drivers, those are all good and up to date.
 
its the textures definatly... Sometimes if you use a texture, thats a MODLE insted... It will do just that. Esp if you using it for a different mod. You can get more problems that way.
 
Could you explain how to fix that.

Is it the handrail and the wood paneling that have the wrong texture?

Or is it the darkened areas on the wall that have the wrong texture?

Afaik the handrail and the wood paneling are models, and the sides of the building is a world brush.

The vmt's of the walls, where you just apply a texture normally has the correct line of "LightMapGeneric", according to Interlopers error fixes. I read that if it says "VertexlitMap" then its for a model texture. So I think the walls have the right texture, that is not a model texture.

The models of the handrail and the wood paneling, however, i cannot find vmt files for., let alone i dont even know if models have vmt's.

How would I change the texture of the model, or ensure that it is in fact using the right texture?
 
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster


I can tell you that this aint good and is bound to cause some funky errors.
 
Unarmed said:
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster


I can tell you that this aint good and is bound to cause some funky errors.


Well, ill post screens here pretty soon of the darkened/shadowed textures.

Plus from reading many error listings and solutions, it doesnt seem that this problem would account for the darkness. The Cluster portals will be fixed, but again, im not concerned about that in this thread.
 
Added some screenshots.

Dark:
http://putfile.com/pic.php?pic=4/11402211163.jpg&s=x402
Light:
http://putfile.com/pic.php?pic=4/11402241061.jpg&s=x402

Dark:
http://putfile.com/pic.php?pic=4/11402231036.jpg&s=x402
Light:
http://putfile.com/pic.php?pic=4/11402220444.jpg&s=x402

Contrast:
http://putfile.com/pic.php?pic=4/11402513059.jpg&s=x402

This Contrast pic shows two identical prop_static entites. All of the properties for both entities are identical.

Similar prop_static entites are throughout the level. When these prop_static entities are simply removed from the level it compiles just fine without the darkness.

There are no model/textures and there are no prop/textures being used in this map.
 
I saw a thread that had similar pictures. There was a leak that wasn't caught at first and RAD still compiled but with odd shadows like that.

Fix all your errors first and try again.
 
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