#Light problem
1 messages · Page 1 of 1 (latest)
it seems that there arent any shadows
which is abnormally
It should look like so:
what is problem that my map is looking so bright, like without shadows and darkers
?
There is nothing special error etc in map compiling console
either you aren't running VRAD when you compile, or VRAD failed to read the bsp file
@light mesa Its normal, of course if its vrad
show compile log
VRAD crashed
it should say something such as
writing e:\games\steam\steamapps\common\garrysmod\garrysmod\maps\gm_burning_basement.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'e:\games\steam\steamapps\common\garrysmod\garrysmod\maps\gm_burning_basement.bsp', but we don't own that location. Allowing.
18 seconds elapsed
after vrad completes, but it doesn't.
best I can tell you is to cordon sections of the map to isolate where it crashes.
try using fast vvis to compile the whole map and check if VRAD still crashes first. If VRAD still crashes, good. Otherwise, cover the entire map in a func_viscluster.
After it either crashes or doesn't, mark a section of your map inside the cordon, and compile your cordoned area with normal vvis and normal vrad.
I'm gonna guess that you have brushes that aren't playing nicely with vrad.
well im using custom vtf textures
That shouldn't matter
and "cordon sections of the map" means cordon skybox texture to walls of map?
You test which sections of the map will crash VRAD, and which sections do not crash VRAD.
Look also for the numbers of degenerate faces, patches, etc.
This will give you a rough approximation of the area you'll need to fix
compile log says where is crash?
None of the compile tools will print to the compile log when they crash.
They just stop and exit immediately, and the logger continues as if nothing happened.
what texture should i set to func_viscluster? nodraw?
func_viscluster is a trigger
well, I think most people assign trigger to it, but whatever.
it tells vvis "all of the leaves inside this brush can see eachother" so it skips calculating visibility for the whole map
you can also opt not to do that and just bear through the vvis compile time.
(which you should, if you're publishing the map to send to others; you should only use the viscluster entity as a debug tool or large outdoor maps)