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#1
Okay, I checked each of those scenarios and the lights still didn't work, but... After an interim of ~24hrs, during which I restarted my computer, I compiled the same map under the same settings and the lighting worked. Unfortunately since I let so much time pass I didn't have a controlled environment to tell me what exactly fixed the problem, but if I come across it again I'll post here and try to get a better grasp of what's causing it.

On a side note: Does rotating the light_environment entity in the viewport change the angle of the sunlight in game? I know there's yaw pitch and roll entity properties in the command panel.
#2
When I load my map in Counter-Strike: Source, the map has no lighting information; It is fullbright even though I've placed light entities. This happens for light and light_environment.

Entity properties are set to default. Anvil compile options are set to the default preset. My paths are set up for Counter-Strike: Source in settings. I am using Anvil 3.9 and VMF exporter 2.1 in 3ds Max 2015. There are no leaks in the map.

(Editor shown with one wall hidden.)


Map is fullbright. Light entity does not compile.



Code (Compile log) Select
Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: D:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading D:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike\custom\test_map.vmf
Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\counter-strike source\cstrike\gameinfo.txt
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike\custom\test_map.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (2373 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 36 texinfos to 6
Reduced 3 texdatas to 3 (53 bytes to 53)
Writing D:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike\custom\test_map.bsp
0 seconds elapsed
Valve Software - vvis.exe (May 15 2014)
8 threads
reading d:\steamlibrary\steamapps\common\counter-strike source\cstrike\custom\test_map.bsp
reading d:\steamlibrary\steamapps\common\counter-strike source\cstrike\custom\test_map.prt
   1 portalclusters
   0 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: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14  compressed from 16
writing d:\steamlibrary\steamapps\common\counter-strike source\cstrike\custom\test_map.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (May 14 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\counter-strike source\cstrike\custom\test_map.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
30 faces
25486 square feet [3670016.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
30 patches before subdivision
2214 patches after subdivision
1 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 225566, max 243
transfer lists:   1.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% 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 Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                  6/8192           72/98304    ( 0.1%)
brushsides              36/65536         288/524288   ( 0.1%)
planes                  36/65536         720/1310720  ( 0.1%)
vertexes                41/65536         492/786432   ( 0.1%)
nodes                    6/65536         192/2097152  ( 0.0%)
texinfos                 6/12288         432/884736   ( 0.0%)
texdata                  3/2048           96/65536    ( 0.1%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                   30/65536        1680/3670016  ( 0.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces                6/65536         336/3670016  ( 0.0%)
leaves                   8/65536         256/2097152  ( 0.0%)
leaffaces               30/65536          60/131072   ( 0.0%)
leafbrushes              6/65536          12/131072   ( 0.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges              160/512000        640/2048000  ( 0.0%)
edges                   81/256000        324/1024000  ( 0.0%)
LDR worldlights          1/8192           88/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              2/32768          20/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices            24/65536          48/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      129208/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]          14/16777216 ( 0.0%)
entdata               [variable]         894/393216   ( 0.2%)
LDR ambient table        8/65536          32/262144   ( 0.0%)
HDR ambient table        8/65536          32/262144   ( 0.0%)
LDR leaf ambient         1/65536          28/1835008  ( 0.0%)
HDR leaf ambient         8/65536         224/1835008  ( 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]           1/12       ( 8.3%)
pakfile               [variable]      105687/0        ( 0.0%)
physics               [variable]        2373/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 76
Writing d:\steamlibrary\steamapps\common\counter-strike source\cstrike\custom\test_map.bsp
0 seconds elapsed
#3
General Discussion / Resources for Learning 3ds Max?
October 14, 2014, 12:03:55 AM
I'm interested in knowing what resources you guys used to become advanced 3ds max users. What was most helpful? Professional video tutorials (digital tutors, lynda, etc)? The official documentation? Books? I've learned Wall Worm through Shawn's videos and documentation to a point where I can get a level running in Source. Now I need to learn 3ds Max itself.
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