The Thread of Buggy Lighting
Quote from Another Bad Pun on May 25, 2011, 6:55 pmI've had this problem with Portal 2 mapping since day one. I make some lighting, and it gets buggy. At times it looks like the lighting I want, and then if I take a few steps it totally changes. ( In a not so good way.)
Look:
sp_eco_leaf0001.jpgA few steps and...
sp_eco_leaf0002.jpgIt even does it with HDR disabled.
And my map has no leaks,
(I've cheked the pointfile and the compiler with stop if it does anyway.)Anyone have a clue about how to fix this?
I've had this problem with Portal 2 mapping since day one. I make some lighting, and it gets buggy. At times it looks like the lighting I want, and then if I take a few steps it totally changes. ( In a not so good way.)
Look:
A few steps and...
It even does it with HDR disabled.
And my map has no leaks,
(I've cheked the pointfile and the compiler with stop if it does anyway.)
Anyone have a clue about how to fix this?
Quote from msleeper on May 25, 2011, 7:01 pmYou either have a leak, or (more likely) you are using "_vertex" textures. These are designed to work with models and have weird effects like you are seeing when used on world brushes.
You either have a leak, or (more likely) you are using "_vertex" textures. These are designed to work with models and have weird effects like you are seeing when used on world brushes.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from Another Bad Pun on May 25, 2011, 7:04 pm
- Code: Select all
done (0)
writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.prt...Building visibility clusters...
done (0)
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 (0) (125633 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 853 texinfos to 314
Reduced 44 texdatas to 41 (1340 bytes to 1177)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvvi
s.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapssp_eco_le
af"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
8 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.prt
66 portalclusters
154 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: 2 visible clusters (0.00%)
Total clusters visible: 3962
Average clusters visible: 60
Building PAS...
Average clusters audible: 66
visdatasize:1728 compressed from 2112
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -both -game "c:program files (x86)steamsteamappscommonportal 2porta
l2" "C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapssp_
eco_leaf"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
Setting up ray-trace acceleration structure... Done (1.14 seconds)
657 faces
1 degenerate faces
136478 square feet [19652962.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
656 patches before subdivision
11164 patches after subdivision
sun extent from map=0.000000
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 741599, max 384
transfer lists: 5.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12901, 12928, 12650)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(4063, 3998, 3751)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1402, 1346, 1193)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(540, 517, 447)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(239, 225, 187)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(108, 101, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(51, 47, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(24, 22, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(12, 10, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0023 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
4 of 4 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 333/8192 3996/98304 ( 4.1%)
brushsides 2830/65536 22640/524288 ( 4.3%)
planes 2994/65536 59880/1310720 ( 4.6%)
vertexes 1220/65536 14640/786432 ( 1.9%)
nodes 232/65536 7424/2097152 ( 0.4%)
texinfos 314/12288 22608/884736 ( 2.6%)
texdata 41/2048 1312/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 657/65536 36792/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 552/65536 30912/3670016 ( 0.8%)
facebrushes 30/0 60/0 ( 0.0%)
facebrushlists 657/0 2628/0 ( 0.0%)
leaves 245/65536 7840/2097152 ( 0.4%)
leaffaces 765/65536 1530/131072 ( 1.2%)
leafbrushes 404/65536 808/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5199/512000 20796/2048000 ( 1.0%)
edges 3153/256000 12612/1024000 ( 1.2%)
LDR worldlights 16/8192 1600/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 81/32768 810/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1317/65536 2634/131072 ( 2.0%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 620148/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1728/16777216 ( 0.0%)
entdata [variable] 29194/393216 ( 7.4%)
LDR ambient table 245/65536 980/262144 ( 0.4%)
HDR ambient table 245/65536 980/262144 ( 0.4%)
LDR leaf ambient 855/65536 23940/1835008 ( 1.3%)
HDR leaf ambient 245/65536 6860/1835008 ( 0.4%)
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] 1/14212 ( 0.0%)
pakfile [variable] 224339/0 ( 0.0%)
physics [variable] 125633/4194304 ( 3.0%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 1689
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
3 seconds elapsed
Valve Software - vrad.exe SSE (May 3 2011)Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
Setting up ray-trace acceleration structure... Done (1.14 seconds)
657 faces
1 degenerate faces
136478 square feet [19652962.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
656 patches before subdivision
11164 patches after subdivision
sun extent from map=0.000000
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 741599, max 384
transfer lists: 5.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12901, 12928, 12650)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4063, 3998, 3751)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1402, 1346, 1193)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(540, 517, 447)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(239, 225, 187)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(108, 101, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(51, 47, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(24, 22, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(12, 10, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0024 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
4 of 4 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 333/8192 3996/98304 ( 4.1%)
brushsides 2830/65536 22640/524288 ( 4.3%)
planes 2994/65536 59880/1310720 ( 4.6%)
vertexes 1220/65536 14640/786432 ( 1.9%)
nodes 232/65536 7424/2097152 ( 0.4%)
texinfos 314/12288 22608/884736 ( 2.6%)
texdata 41/2048 1312/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 657/65536 36792/3670016 ( 1.0%)
hdr faces 657/65536 36792/3670016 ( 1.0%)
origfaces 552/65536 30912/3670016 ( 0.8%)
facebrushes 30/0 60/0 ( 0.0%)
facebrushlists 657/0 2628/0 ( 0.0%)
leaves 245/65536 7840/2097152 ( 0.4%)
leaffaces 765/65536 1530/131072 ( 1.2%)
leafbrushes 404/65536 808/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5199/512000 20796/2048000 ( 1.0%)
edges 3153/256000 12612/1024000 ( 1.2%)
LDR worldlights 16/8192 1600/819200 ( 0.2%)
HDR worldlights 16/8192 1600/819200 ( 0.2%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 81/32768 810/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1317/65536 2634/131072 ( 2.0%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 620148/0 ( 0.0%)
HDR lightdata [variable] 620148/0 ( 0.0%)
visdata [variable] 1728/16777216 ( 0.0%)
entdata [variable] 29194/393216 ( 7.4%)
LDR ambient table 245/65536 980/262144 ( 0.4%)
HDR ambient table 245/65536 980/262144 ( 0.4%)
LDR leaf ambient 855/65536 23940/1835008 ( 1.3%)
HDR leaf ambient 855/65536 23940/1835008 ( 1.3%)
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] 1/14212 ( 0.0%)
pakfile [variable] 224339/0 ( 0.0%)
physics [variable] 125633/4194304 ( 3.0%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 1689
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
3 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)Steamsteamappscommonportal 2sd
k_contentmapssp_eco_leaf.bsp" "c:program files (x86)steamsteamappscommonp
ortal 2portal2mapssp_eco_leaf.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
- Code: Select all
done (0)
writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.prt...Building visibility clusters...
done (0)
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 (0) (125633 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 853 texinfos to 314
Reduced 44 texdatas to 41 (1340 bytes to 1177)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvvi
s.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapssp_eco_le
af"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
8 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.prt
66 portalclusters
154 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: 2 visible clusters (0.00%)
Total clusters visible: 3962
Average clusters visible: 60
Building PAS...
Average clusters audible: 66
visdatasize:1728 compressed from 2112
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -both -game "c:program files (x86)steamsteamappscommonportal 2porta
l2" "C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapssp_
eco_leaf"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
Setting up ray-trace acceleration structure... Done (1.14 seconds)
657 faces
1 degenerate faces
136478 square feet [19652962.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
656 patches before subdivision
11164 patches after subdivision
sun extent from map=0.000000
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 741599, max 384
transfer lists: 5.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12901, 12928, 12650)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(4063, 3998, 3751)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1402, 1346, 1193)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(540, 517, 447)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(239, 225, 187)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(108, 101, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(51, 47, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(24, 22, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(12, 10, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0023 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
4 of 4 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 333/8192 3996/98304 ( 4.1%)
brushsides 2830/65536 22640/524288 ( 4.3%)
planes 2994/65536 59880/1310720 ( 4.6%)
vertexes 1220/65536 14640/786432 ( 1.9%)
nodes 232/65536 7424/2097152 ( 0.4%)
texinfos 314/12288 22608/884736 ( 2.6%)
texdata 41/2048 1312/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 657/65536 36792/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 552/65536 30912/3670016 ( 0.8%)
facebrushes 30/0 60/0 ( 0.0%)
facebrushlists 657/0 2628/0 ( 0.0%)
leaves 245/65536 7840/2097152 ( 0.4%)
leaffaces 765/65536 1530/131072 ( 1.2%)
leafbrushes 404/65536 808/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5199/512000 20796/2048000 ( 1.0%)
edges 3153/256000 12612/1024000 ( 1.2%)
LDR worldlights 16/8192 1600/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 81/32768 810/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1317/65536 2634/131072 ( 2.0%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 620148/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1728/16777216 ( 0.0%)
entdata [variable] 29194/393216 ( 7.4%)
LDR ambient table 245/65536 980/262144 ( 0.4%)
HDR ambient table 245/65536 980/262144 ( 0.4%)
LDR leaf ambient 855/65536 23940/1835008 ( 1.3%)
HDR leaf ambient 245/65536 6860/1835008 ( 0.4%)
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] 1/14212 ( 0.0%)
pakfile [variable] 224339/0 ( 0.0%)
physics [variable] 125633/4194304 ( 3.0%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 1689
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
3 seconds elapsed
Valve Software - vrad.exe SSE (May 3 2011)Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
Setting up ray-trace acceleration structure... Done (1.14 seconds)
657 faces
1 degenerate faces
136478 square feet [19652962.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
656 patches before subdivision
11164 patches after subdivision
sun extent from map=0.000000
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 741599, max 384
transfer lists: 5.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12901, 12928, 12650)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4063, 3998, 3751)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1402, 1346, 1193)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(540, 517, 447)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(239, 225, 187)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(108, 101, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(51, 47, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(24, 22, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(12, 10, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0024 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
4 of 4 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 333/8192 3996/98304 ( 4.1%)
brushsides 2830/65536 22640/524288 ( 4.3%)
planes 2994/65536 59880/1310720 ( 4.6%)
vertexes 1220/65536 14640/786432 ( 1.9%)
nodes 232/65536 7424/2097152 ( 0.4%)
texinfos 314/12288 22608/884736 ( 2.6%)
texdata 41/2048 1312/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 657/65536 36792/3670016 ( 1.0%)
hdr faces 657/65536 36792/3670016 ( 1.0%)
origfaces 552/65536 30912/3670016 ( 0.8%)
facebrushes 30/0 60/0 ( 0.0%)
facebrushlists 657/0 2628/0 ( 0.0%)
leaves 245/65536 7840/2097152 ( 0.4%)
leaffaces 765/65536 1530/131072 ( 1.2%)
leafbrushes 404/65536 808/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5199/512000 20796/2048000 ( 1.0%)
edges 3153/256000 12612/1024000 ( 1.2%)
LDR worldlights 16/8192 1600/819200 ( 0.2%)
HDR worldlights 16/8192 1600/819200 ( 0.2%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 81/32768 810/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1317/65536 2634/131072 ( 2.0%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 620148/0 ( 0.0%)
HDR lightdata [variable] 620148/0 ( 0.0%)
visdata [variable] 1728/16777216 ( 0.0%)
entdata [variable] 29194/393216 ( 7.4%)
LDR ambient table 245/65536 980/262144 ( 0.4%)
HDR ambient table 245/65536 980/262144 ( 0.4%)
LDR leaf ambient 855/65536 23940/1835008 ( 1.3%)
HDR leaf ambient 855/65536 23940/1835008 ( 1.3%)
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] 1/14212 ( 0.0%)
pakfile [variable] 224339/0 ( 0.0%)
physics [variable] 125633/4194304 ( 3.0%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 1689
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
3 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)Steamsteamappscommonportal 2sd
k_contentmapssp_eco_leaf.bsp" "c:program files (x86)steamsteamappscommonp
ortal 2portal2mapssp_eco_leaf.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
Quote from msleeper on May 25, 2011, 7:06 pmmsleeper wrote:or (more likely) you are using "_vertex" textures. These are designed to work with models and have weird effects like you are seeing when used on world brushes.
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Quote from Another Bad Pun on May 25, 2011, 7:17 pmThanks, problem solved!
Is there a way to filter the vertex textures out?
Thanks, problem solved!
Is there a way to filter the vertex textures out?
Quote from msleeper on May 25, 2011, 7:20 pmNot really. You could use the advanced texture replacement settings to replace any *_vertex material with something eye-catching like, say, a completely white light-emitting texture. But when selecting the materials, you just have to use your eyeball and make sure you don't use them.
Not really. You could use the advanced texture replacement settings to replace any *_vertex material with something eye-catching like, say, a completely white light-emitting texture. But when selecting the materials, you just have to use your eyeball and make sure you don't use them.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from VitaminZed on May 26, 2011, 2:22 pmWas about to ask Another Bad Pun's last question as well.
Realized I still have some *_vertex textures somewhere in my map based on the a Material Report but wasn't able to track down where the hell they're still located. Thanks for the tip about the texture replacement, I'll take a look into that.
Here's some info on the VDC about the dialog for reference: Hammer Replace Textures Dialog
Was about to ask Another Bad Pun's last question as well.
Realized I still have some *_vertex textures somewhere in my map based on the a Material Report but wasn't able to track down where the hell they're still located. Thanks for the tip about the texture replacement, I'll take a look into that.
Here's some info on the VDC about the dialog for reference: Hammer Replace Textures Dialog
