T
tw1tch01
Guest
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.
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
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.
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