New problem lol. Whenever I turn on my flashlight in my map, some of the textures turn really dark like there's no other light besides my flashlight. I really don't know what's causing this.
Screenshots:
Without Flashlight

With Flashlight

Code: Select all
** Executing...
** Command: "d:\games\steam\steamapps\maddios2\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\SourceMods\Obsidian" "D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\games\steam\steamapps\SourceMods\Obsidian\materials
Loading D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_space*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_space*.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) (81017 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 264 texinfos to 160
Reduced 52 texdatas to 36 (1786 bytes to 1313)
Writing D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship.bsp
0 seconds elapsed
** Executing...
** Command: "d:\games\steam\steamapps\maddios2\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\games\steam\steamapps\SourceMods\Obsidian" "D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship"
Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
reading d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.prt
354 portalclusters
1036 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 (3)
Optimized: 111 visible clusters (0.00%)
Total clusters visible: 29403
Average clusters visible: 83
Building PAS...
Average clusters audible: 199
visdatasize:31327 compressed from 33984
writing d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
3 seconds elapsed
** Executing...
** Command: "d:\games\steam\steamapps\maddios2\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "d:\games\steam\steamapps\SourceMods\Obsidian" "D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
Setting up ray-trace acceleration structure... Done (0.16 seconds)
1159 faces
98038 square feet [14117548.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1159 patches before subdivision
10173 patches after subdivision
10 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 (3)
transfers 626200, max 406
transfer lists: 4.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3042, 3551, 2993)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(403, 494, 380)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(64, 76, 53)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(11, 12, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0048 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 218/8192 2616/98304 ( 2.7%)
brushsides 1510/65536 12080/524288 ( 2.3%)
planes 934/65536 18680/1310720 ( 1.4%)
vertexes 2003/65536 24036/786432 ( 3.1%)
nodes 743/65536 23776/2097152 ( 1.1%)
texinfos 160/12288 11520/884736 ( 1.3%)
texdata 36/2048 1152/65536 ( 1.8%)
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 1159/65536 64904/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 644/65536 36064/3670016 ( 1.0%)
leaves 750/65536 24000/2097152 ( 1.1%)
leaffaces 1340/65536 2680/131072 ( 2.0%)
leafbrushes 489/65536 978/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8195/512000 32780/2048000 ( 1.6%)
edges 4722/256000 18888/1024000 ( 1.8%)
LDR worldlights 10/8192 880/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 134/32768 1340/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2085/65536 4170/131072 ( 3.2%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 714460/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 31327/16777216 ( 0.2%)
entdata [variable] 8943/393216 ( 2.3%)
LDR ambient table 750/65536 3000/262144 ( 1.1%)
HDR ambient table 750/65536 3000/262144 ( 1.1%)
LDR leaf ambient 1775/65536 49700/1835008 ( 2.7%)
HDR leaf ambient 750/65536 21000/1835008 ( 1.1%)
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] 1/1074 ( 0.1%)
pakfile [variable] 252490/0 ( 0.0%)
physics [variable] 81017/4194304 ( 1.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3282
Writing d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
10 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
Setting up ray-trace acceleration structure... Done (0.16 seconds)
1159 faces
98038 square feet [14117548.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1159 patches before subdivision
10173 patches after subdivision
10 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 (3)
transfers 626200, max 406
transfer lists: 4.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3042, 3551, 2993)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(403, 494, 380)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(64, 76, 53)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(11, 12, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0048 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 218/8192 2616/98304 ( 2.7%)
brushsides 1510/65536 12080/524288 ( 2.3%)
planes 934/65536 18680/1310720 ( 1.4%)
vertexes 2003/65536 24036/786432 ( 3.1%)
nodes 743/65536 23776/2097152 ( 1.1%)
texinfos 160/12288 11520/884736 ( 1.3%)
texdata 36/2048 1152/65536 ( 1.8%)
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 1159/65536 64904/3670016 ( 1.8%)
hdr faces 1159/65536 64904/3670016 ( 1.8%)
origfaces 644/65536 36064/3670016 ( 1.0%)
leaves 750/65536 24000/2097152 ( 1.1%)
leaffaces 1340/65536 2680/131072 ( 2.0%)
leafbrushes 489/65536 978/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8195/512000 32780/2048000 ( 1.6%)
edges 4722/256000 18888/1024000 ( 1.8%)
LDR worldlights 10/8192 880/720896 ( 0.1%)
HDR worldlights 10/8192 880/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 134/32768 1340/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2085/65536 4170/131072 ( 3.2%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 714460/0 ( 0.0%)
HDR lightdata [variable] 714460/0 ( 0.0%)
visdata [variable] 31327/16777216 ( 0.2%)
entdata [variable] 8943/393216 ( 2.3%)
LDR ambient table 750/65536 3000/262144 ( 1.1%)
HDR ambient table 750/65536 3000/262144 ( 1.1%)
LDR leaf ambient 1775/65536 49700/1835008 ( 2.7%)
HDR leaf ambient 1774/65536 49672/1835008 ( 2.7%)
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] 1/1074 ( 0.1%)
pakfile [variable] 252490/0 ( 0.0%)
physics [variable] 81017/4194304 ( 1.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3282
Writing d:\games\steam\steamapps\sourcemods\obsidian\maps\oc_starship.bsp
10 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\games\Steam\steamapps\SourceMods\obsidian\maps\oc_starship.bsp" "d:\games\steam\steamapps\SourceMods\obsidian\maps\oc_starship.bsp"