props not casting shadows

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Hi!

The title says it all. Props (of any kind) on my map are not casting shadows.

Does anyone have an idea what could be causing this?
 
Here's the compile log:

** Executing...
** Command: "e:\programme\steam\steamapps\***\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\programme\steam\steamapps\***\half-life 2\hl2" "E:\007_WHL\Mods + Maps\Maps\bunkerentrance"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: e:\programme\steam\steamapps\***\half-life 2\hl2\materials
Loading E:\007_WHL\Mods + Maps\Maps\bunkerentrance.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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\007_WHL\Mods + Maps\Maps\bunkerentrance.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: invalid neighbor connection on displacement near (-540.82 497.02 304.85)
Warning: invalid neighbor connection on displacement near (-512.00 -512.00 0.45)
Warning: invalid neighbor connection on displacement near (-512.00 534.88 0.00)
Warning: invalid neighbor connection on displacement near (-512.00 534.88 0.00)
Warning: invalid neighbor connection on displacement near (-768.00 512.00 257.39)
Warning: invalid neighbor connection on displacement near (-768.00 512.00 0.00)
Warning: invalid neighbor connection on displacement near (-768.00 512.00 0.00)
Warning: invalid neighbor connection on displacement near (-768.00 512.00 0.00)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (15848 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 94 texinfos to 53
Reduced 16 texdatas to 14 (424 bytes to 368)
Writing E:\007_WHL\Mods + Maps\Maps\bunkerentrance.bsp
0 seconds elapsed

** Executing...
** Command: "e:\programme\steam\steamapps\***\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\programme\steam\steamapps\***\half-life 2\hl2" "E:\007_WHL\Mods + Maps\Maps\bunkerentrance"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading e:\007_whl\mods + maps\maps\bunkerentrance.bsp
reading e:\007_whl\mods + maps\maps\bunkerentrance.prt
60 portalclusters
163 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 3552
Average clusters visible: 59
Building PAS...
Average clusters audible: 60
visdatasize:1444 compressed from 960
writing e:\007_whl\mods + maps\maps\bunkerentrance.bsp
0 seconds elapsed

** Executing...
** Command: "e:\programme\steam\steamapps\***\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\programme\steam\steamapps\***\half-life 2\hl2" "E:\007_WHL\Mods + Maps\Maps\bunkerentrance"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:\007_whl\mods + maps\maps\bunkerentrance.bsp
242 faces
175064 square feet [25209264.00 square inches]
35 displacements
54851 square feet [7898606.50 square inches]
242 patches before subdivision
11188 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 360284, max 240
transfer lists: 2.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(41624, 31918, 11882)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2142, 1469, 368)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(118, 73, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0156 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
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
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 43/8192 516/98304 ( 0.5%)
brushsides 289/65536 2312/524288 ( 0.4%)
planes 252/65536 5040/1310720 ( 0.4%)
vertexes 465/65536 5580/786432 ( 0.7%)
nodes 162/65536 5184/2097152 ( 0.2%)
texinfos 53/12288 3816/884736 ( 0.4%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 35/0 6160/0 ( 0.0%)
disp_verts 1211/0 24220/0 ( 0.0%)
disp_tris 1696/0 3392/0 ( 0.0%)
disp_lmsamples 113420/0 113420/0 ( 0.0%)
faces 242/65536 13552/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 117/65536 6552/3670016 ( 0.2%)
leaves 164/65536 5248/2097152 ( 0.3%)
leaffaces 275/65536 550/131072 ( 0.4%)
leafbrushes 143/65536 286/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1575/512000 6300/2048000 ( 0.3%)
edges 901/256000 3604/1024000 ( 0.4%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 17/32768 170/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 240/65536 480/131072 ( 0.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 677732/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1444/16777216 ( 0.0%)
entdata [variable] 5418/393216 ( 1.4%)
LDR leaf ambient 164/65536 3936/1572864 ( 0.3%)
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] 1/82032 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/726 ( 0.1%)
pakfile [variable] 20374/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 15848/4194304 ( 0.4%)
==== Total Win32 BSP file data space used: 931930 bytes ====

Total triangle count: 623
Writing e:\007_whl\mods + maps\maps\bunkerentrance.bsp
34 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\007_WHL\Mods + Maps\Maps\bunkerentrance.bsp" "e:\programme\steam\steamapps\***\half-life 2\hl2\maps\bunkerentrance.bsp"


** Executing...
** Command: "e:\programme\steam\steamapps\***\half-life 2\hl2.exe"
** Parameters: -game "e:\programme\steam\steamapps\***\half-life 2\hl2" -dev -console +sv_lan 1 +map "bunkerentrance"
 
Try experimenting with a different skybox texture in Map > Settings.
 
are these HL2 props or ones you made yourself


if HL2 try lowering your lightmap bias to 4 and see how that looks
 
are these HL2 props or ones you made yourself

Hl2 props.

I did all of the above (and i removed the displacements), and now "prop_static" cast shadows, but "prop_physics" and "prop_dynamic" still don't.

edit: Npc's do not cast shadows either.
 
You don't have any light sources in the map and so the whole map gets lit up with no shadows when you do not put lights in yourself. Try putting in a couple of "light" ents in the map, they act as light bulbs. Make sure to put enough or it will be very dark in some areas.
 
It's an outdoor map. The light source is light_env.
 
You haven't disabled their shadows in the spawnflags have you?
 
Do all the models have collision hulls? (I think that's what Hammer uses to cast shadows from models)
 
You haven't disabled their shadows in the spawnflags have you?
I don't think so, but i am not entirely sure what spawnflags are. Do you mean the flags under object properties?

Crispy said:
Do all the models have collision hulls? (I think that's what Hammer uses to cast shadows from models)
The models are just standard HL2 models, so i think they must have them. How do i check this?

Shadows seem to be missing on all objects that are able to move around in the gameworld.
 
hmmm that sounds like maybe your video card has dynamic shadows turned off?


and the shadows casting isnt in flags anymore, it's a property...
 
Nope, the shadows show up on "valve-made maps" just fine. Only my maps have this problem.
 
make a test map just to test if you can get the shadows working in there, ... just an idea :)

-dodo
 
Yeah, i did that, and the shadows aren't working there either. :(
 
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