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Blackness Problem w/ Hammer

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Link
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Blackness Problem w/ Hammer

Unread post by Link »

As the title suggests, there's a problem with my map where everything goes black. The map looks fine in hammer, but all my brushes turn black when I test it. It also looks fine before I add any lighting. The only things I can see are water and the skybox, other than that it feels like it's pitch black. I'm hoping that someone also ran into this problem, like beetle or rudedog. Thanks for the help.
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Beetle
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Re: Blackness Problem w/ Hammer

Unread post by Beetle »

Link wrote:As the title suggests, there's a problem with my map where everything goes black. The map looks fine in hammer, but all my brushes turn black when I test it. It also looks fine before I add any lighting. The only things I can see are water and the skybox, other than that it feels like it's pitch black. I'm hoping that someone also ran into this problem, like beetle or rudedog. Thanks for the help.
sounds like you have a leak. post your compile log anyway.
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Re: Blackness Problem w/ Hammer

Unread post by Link »

k, here it is:
** Executing...
** Command: "c:\program files\steam\steamapps\link197840\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\link197840\team fortress 2\tf" "C:\Program Files\Steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\link197840\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/arena_stair_well/brick/blendcobbletocobblesnow001_wvt_patch
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10*.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) (176290 bytes)
Error! prop_static using model "models/props_junk/cardboard_box003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/cardboard_box003a.mdl"!
Error! prop_static using model "models/props_junk/garbage_glassbottle001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/garbage_glassbottle001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 247 texinfos to 191
Reduced 27 texdatas to 24 (737 bytes to 585)
Writing C:\Program Files\Steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\link197840\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\link197840\team fortress 2\tf" -fast "C:\Program Files\Steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well"

Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well.bsp
reading c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well.prt
1185 portalclusters
3638 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 133293 visible clusters (0.00%)
Total clusters visible: 905956
Average clusters visible: 764
Building PAS...
Average clusters audible: 1173
visdatasize:343310 compressed from 360240
writing c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\link197840\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\link197840\team fortress 2\tf" "C:\Program Files\Steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well"

Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well.bsp
Setting up ray-trace acceleration structure... Done (0.51 seconds)
4491 faces
7086930 square feet [1020517952.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4491 patches before subdivision
105525 patches after subdivision
79 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
transfers 12759446, max 914
transfer lists: 97.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(85, 46, 34)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0800 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
79 of 79 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 555/8192 6660/98304 ( 6.8%)
brushsides 3813/65536 30504/524288 ( 5.8%)
planes 1204/65536 24080/1310720 ( 1.8%)
vertexes 5415/65536 64980/786432 ( 8.3%)
nodes 2271/65536 72672/2097152 ( 3.5%)
texinfos 191/12288 13752/884736 ( 1.6%)
texdata 24/2048 768/65536 ( 1.2%)
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 4491/65536 251496/3670016 ( 6.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1830/65536 102480/3670016 ( 2.8%)
leaves 2286/65536 73152/2097152 ( 3.5%)
leaffaces 4903/65536 9806/131072 ( 7.5%)
leafbrushes 1495/65536 2990/131072 ( 2.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 26831/512000 107324/2048000 ( 5.2%)
edges 14385/256000 57540/1024000 ( 5.6%)
LDR worldlights 79/8192 6952/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 234/32768 2340/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4131/65536 8262/131072 ( 6.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 4821260/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 343310/16777216 ( 2.0%)
entdata [variable] 17549/393216 ( 4.5%)
LDR ambient table 2286/65536 9144/262144 ( 3.5%)
HDR ambient table 2286/65536 9144/262144 ( 3.5%)
LDR leaf ambient 1351/65536 37828/1835008 ( 2.1%)
HDR leaf ambient 2286/65536 64008/1835008 ( 3.5%)
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] 1/4206 ( 0.0%)
pakfile [variable] 87878/0 ( 0.0%)
physics [variable] 176290/4194304 ( 4.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 10916
Writing c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well.bsp
1 minute, 1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\arena_stair_well.bsp" "c:\program files\steam\steamapps\link197840\team fortress 2\tf\maps\arena_stair_well.bsp"

Aside from the errors near the beggining dealing with the static models, the only thing I noticed that seemed off were the pakfiles, it said it was 87878/0 (0.0%). I'll redo my skybox just in case though.
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~Out of all the things people do, the things they didn't do were the greatest.
~The booty is mine, it belongs to me, you cannot have my booty.-Tom
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Beetle
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Re: Blackness Problem w/ Hammer

Unread post by Beetle »

Nah, you don't have a leak. Is th only light you have a light_environment? Cuz if you surrounded your map with skybox to seal it, but then enclosed the area you're in with other brushes, light_environment only gives off light from the skybox texture.
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Link
Posts: 251
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Steam ID: STEAM_0:1:19549641
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Re: Blackness Problem w/ Hammer

Unread post by Link »

Well, the map I'm making looks like a well, with an opening at the top, but I don't have any lights up, not even an environmental light. I have a skybox surrounding it. It seems like I just need to add lights to make it better, but I just don't understand why lights would be the problem when my map wasn't dark without lights. I'll try to get some pictures up of it soon.
ImageLinkImage
~Out of all the things people do, the things they didn't do were the greatest.
~The booty is mine, it belongs to me, you cannot have my booty.-Tom
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Beetle
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Re: Blackness Problem w/ Hammer

Unread post by Beetle »

Link wrote:Well, the map I'm making looks like a well, with an opening at the top, but I don't have any lights up, not even an environmental light. I have a skybox surrounding it. It seems like I just need to add lights to make it better, but I just don't understand why lights would be the problem when my map wasn't dark without lights. I'll try to get some pictures up of it soon.
if you have no lights of any kind in your map it will be full bright. if you even have one light of any kind it will only use that light as a source of light and won't be full bright.

It could be the textures? I don't know how much you know about textures, but some aren't meant to be used....like the actually skybox pictures for instance or model textures, but I think they made it so you can't pick model textures.
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User avatar
Link
Posts: 251
Joined: 06 Aug 2009, 08:40
Steam ID: STEAM_0:1:19549641
Location: Pleasant Hill, CA or since pleasant can mean silent, Silent Hill, CA

Re: Blackness Problem w/ Hammer

Unread post by Link »

I fixed it, both of what you said were right. A few blocks I made were a texture that was supposed to be white, but they were actually a light texture, making only one part of the map light up since it was the source. Thanks for the help beetle.
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~Out of all the things people do, the things they didn't do were the greatest.
~The booty is mine, it belongs to me, you cannot have my booty.-Tom
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Beetle
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Re: Blackness Problem w/ Hammer

Unread post by Beetle »

Link wrote:I fixed it, both of what you said were right. A few blocks I made were a texture that was supposed to be white, but they were actually a light texture, making only one part of the map light up since it was the source. Thanks for the help beetle.
I forgot to even mention that. Some textures are actually intended to be used, like the light textures. They are textures that intentionally give off light. In some valve maps they even put a light texture on the brush and make it not render - you still get the light but you don't see the brush.
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