skybox/sky camera problems, help please?
Punish
01-25-2008, 01:14 PM
I am making a small map for the 507th, just a practice firing range. The map compiles in about 3 minutes totals to show you how small it is and that is with the light environment and an added skybox,
The problem I am having (and this is a first) is that once I go into my map to test it I am seeing part of my map in the sky. Like so:
http://www.angelfire.com/mb/punish365/images/507_1.jpg
and
http://www.angelfire.com/mb/punish365/images/507_2.jpg
It's driving me nuts. I thought maybe my ground texture was messed up allowing the sky camera to look directly through the ground but after I delete the ground and make another one thickened at 32 it still does it. I even shot off my fog controller and resized the sky camera from 8 to 16 and still nothing. if anyone has any suggestions I am all for it.
Source tutorials help pages doesn't always explain everything.
Thanks.
LionelQueripel
01-25-2008, 02:16 PM
Have you got more than one sky camera entity?
Punish
01-25-2008, 02:33 PM
No sir, just one sky camera in the outside skybox. That's all I've ever used.
Furyo
01-25-2008, 02:50 PM
Don't place models in the 3d skybox area before sizing it down as models won't be scaled down, use specific 3d skybox scaled models you need to place manually once your brushes are scaled down.
That door on the right hand side of your first screenie is a perfect example of such models you can't use in a 3d skybox
Punish
01-26-2008, 02:21 AM
The door you see in the sky Fran is the one in my main map. I never have put door frames in my skybox. The only models I put in my skybox are the tiny skybox buildings. I was just wondering why I can see some of the round targets I made and the one door frame in the sky. The door frame is the one in the house just below it? :)
Thanks.
LionelQueripel
01-26-2008, 03:39 AM
Is this a full or fast compile?
Ace_McGirk
01-26-2008, 03:48 AM
methinks you left the "skybox" part of your map over the rest in hammer
the skybox should be moved off to the side of the main part of the map, you then need to close the main part of the map with its own sky that is not part of the "skybox"
did that make any sence?
Punish
01-26-2008, 08:55 AM
Lionel the answer to your question sir is yes, this is a very small rifle range and that is a full compile. it's even way smaller than Flash. :)
My sky boxes have never given me any trouble on previous maps. Even when I made isernia and cour which as most of you know were relatively small. And my sky boxes are always below my main map off to the side just like sdk_flash.vmf in your mapsrc folder. And each separate sky boxes always has their own skybox.
I'll figure it out one way or another, or just leave the outside skybox off by deleting the sky camera. It's just nice to have an extended look to a map is all. :)
Thanks for the help guys.
Furyo
01-26-2008, 09:34 AM
Post your compile log, because I sense a leak
Punish
01-26-2008, 09:41 AM
I never saw the ****Leaked**** error message Fran and that's what I always check for. How do you retrieve your compile log without having to recompile again?
Furyo
01-26-2008, 09:58 AM
Well if it's that small of a map it shouldn't take long to recompile, and you can always check your mapsrc folder for a .log entry
Punish
01-26-2008, 01:05 PM
Here it is Furyo, I hope you can make heads or tails of it?
I never can get the lighting right with the light entities, even though they do their job it says the quadratic for light can't be resolved. Whatever that means?
*********************
** Executing...
** Command: "c:\program files\steam\steamapps\mburger@charter.net\sourcesd k\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mburger@charter.net\day of defeat source\dod" "C:\Program Files\Steam\SteamApps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7"
Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:\program files\steam\steamapps\mburger@charter.net\day of defeat source\dod\materials
Loading C:\Program Files\Steam\SteamApps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Steam\SteamApps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7.prt...d one (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_06_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_06_hdr*.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 (1) (225671 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2076 texinfos to 1500
Reduced 80 texdatas to 75 (2103 bytes to 1958)
Writing C:\Program Files\Steam\SteamApps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7.bsp
10 seconds elapsed
-0.923360 1.065446 0.000000
-0.923360 -1.064091 0.000000
-0.923360 0.863873 0.000000
-1.142563 1.065446 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.923360 1.065446 0.000000
-0.923360 -1.064091 0.000000
-0.923360 0.863873 0.000000
-1.142563 1.065446 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "c:\program files\steam\steamapps\mburger@charter.net\sourcesd k\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mburger@charter.net\day of defeat source\dod" "C:\Program Files\Steam\SteamApps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7"
Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:\program files\steam\steamapps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7.bsp
reading c:\program files\steam\steamapps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7.prt
1729 portalclusters
8217 numportals
Leaf 829 (portal 4073) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
** Executing...
** Command: "c:\program files\steam\steamapps\mburger@charter.net\sourcesd k\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\mburger@charter.net\day of defeat source\dod" "C:\Program Files\Steam\SteamApps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7.bsp
No vis information, direct lighting only.
3660 faces
1 degenerate faces
270591 square feet [38965112.00 square inches]
6 displacements
55187 square feet [7947045.00 square inches]
can't solve quadratic for light 48.000000 48.000000
can't solve quadratic for light 90.000000 90.000000
can't solve quadratic for light 67.000000 67.000000
can't solve quadratic for light 67.000000 67.000000
can't solve quadratic for light 67.000000 67.000000
can't solve quadratic for light 535.000000 535.000000
can't solve quadratic for light 67.000000 67.000000
can't solve quadratic for light 61.000000 61.000000
can't solve quadratic for light 61.000000 61.000000
can't solve quadratic for light 67.000000 67.000000
can't solve quadratic for light 67.000000 67.000000
can't solve quadratic for light 67.000000 67.000000
can't solve quadratic for light 115.000000 115.000000
can't solve quadratic for light 212.000000 212.000000
can't solve quadratic for light 212.000000 212.000000
light has _fifty_percent_distance of 184.000000 but no zero_percent_distance
can't solve quadratic for light 61.000000 61.000000
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (138)
Build Patch/Sample Hash Table(s).....Done<0.0273 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 8 (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 44/1024 2112/49152 ( 4.3%)
brushes 368/8192 4416/98304 ( 4.5%)
brushsides 7555/65536 60440/524288 (11.5%)
planes 15314/65536 306280/1310720 (23.4%)
vertexes 11660/65536 139920/786432 (17.8%)
nodes 2917/65536 93344/2097152 ( 4.5%)
texinfos 1500/12288 108000/884736 (12.2%)
texdata 75/2048 2400/65536 ( 3.7%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1734/0 34680/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 119032/0 119032/0 ( 0.0%)
faces 3660/65536 204960/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2325/65536 130200/3670016 ( 3.5%)
leaves 2962/65536 94784/2097152 ( 4.5%)
leaffaces 4899/65536 9798/131072 ( 7.5%)
leafbrushes 1429/65536 2858/131072 ( 2.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 29678/512000 118712/2048000 ( 5.8%)
edges 16278/256000 65112/1024000 ( 6.4%)
LDR worldlights 27/8192 2376/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 228/32768 2280/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3525/65536 7050/131072 ( 5.4%)
cubemapsamples 46/1024 736/16384 ( 4.5%)
overlays 58/512 20416/180224 (11.3%)
LDR lightdata [variable] 820528/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 70692/393216 (18.0%)
LDR leaf ambient 2962/65536 71088/1572864 ( 4.5%)
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] 1/5474 ( 0.0%)
pakfile [variable] 4080899/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 225671/4194304 ( 5.4%)
==== Total Win32 BSP file data space used: 6806018 bytes ====
Total triangle count: 11377
Writing c:\program files\steam\steamapps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7.bsp
2 minutes, 21 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\mburger@charter.net\sourcesd k_content\dod\mapsrc\507th_firing_range_v7.bsp" "c:\program files\steam\steamapps\mburger@charter.net\day of defeat source\dod\maps\507th_firing_range_v7.bsp"
Cpl. Punishment
01-26-2008, 07:19 PM
You can also run it through here (http://www.interlopers.net/index.php?page=errors) to check for any additional errors.
Punish
01-26-2008, 07:50 PM
Thanks Punishment, but what I did was did away with the outside skybox and just extended my main map and used the clip around the fence so at least it looks like it's a skybox for now. :)
There are no flag caps because its not an objection, defensive or assault map. It's strictly for fun and to see how well your shots are from a distance or up close with a pistol.
This is just a small map for practicing your aiming skills. There are
several windows (glass and a few wooden), barrels, pots, cups, bottles,
etc. to shoot as well as some wooden silhouettes.
I made some round targets with metal facing for shot recognition. There is one two story house with exploding fuel barrels and one larger
house with several breakable windows with bottles in the window pain.
And a few colored domino type walls that can be shot down from a distance or blown up.
I plan on making a snow rifle range soon, which wont take long by just
adding snow textures to the same map.
Enjoy.
There is no mini-map for it since there is no use without objective.
This map is just for practice for the 507th but anyone can use it.
Download and unzip to your day of defeat source/dod folder.
http://s95357041.onlinehome.us/Sigs/punish_source_maps/507th_firing_range_v1.rar
here are some pics I took. If you see any problems please let me know?
Thanks.
http://s95357041.onlinehome.us/Sigs/punish_source_maps/507_3.jpg
http://s95357041.onlinehome.us/Sigs/punish_source_maps/507_4.jpg
http://s95357041.onlinehome.us/Sigs/punish_source_maps/507_5.jpg
http://s95357041.onlinehome.us/Sigs/punish_source_maps/507_6.jpg
http://s95357041.onlinehome.us/Sigs/punish_source_maps/507_7.jpg
I didn't add this to the database because like I said there are no objectives. :)
Furyo
01-26-2008, 08:15 PM
Leaf 829 (portal 4073) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
That's the problem in your compile log. That area has too many portals, which in other words means that your brush work gets too messy in a certain part of your map. it creates leaks after the bsp process which is why you can't see ***leaked*** in the log.
The errors created in vvis also create these lighting errors in your vrad process.
Take a look at your map and use func_detail on everything that should.
Punish
01-27-2008, 09:38 AM
Thanks Furyo, I still wished I had a better tutorial for area portals, that may fix a lot of my problems. At least with small maps the errors are down to a minimum.
I know a few times my vrad did come up with the error that wouldn't let it compile so maybe that's why it did that? The last 4 times I compiled without my outer skybox I did not have the vrad error window.
How do you use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem?
By the way I see that your TF2 map has your name on it, can you make your own names and signs for DOD:S?
Thanks again Fran.
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