Garry's Mod
Need help from people more familiar with mapping
Submitted by neb, 03-08-2018, 04:54 PM, Thread ID: 97600
Thread Closed
03-08-2018, 04:54 PM
#1 I've just recently got into mapping like 2 days ago so...
I've been searching the web far and wide and I cannot for the life of me find a fix for my black doors, weird random shadows, and shiny speculars (which I can fix in-game withmat_specular 0, but rather not have to do tht and find a perma fix for it)
Screenshots of my problems -https://imgur.com/a/0KaOunV
and the compile log...
materialPath: E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\mrshr\Desktop\rp_downtown_coolrp.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "smooth metal/graymetal" not found.
Material not found!: SMOOTH METAL/GRAYMETAL
Could not locate 'GameData' key in e:\steamlibrary\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_downtown_coolrp/nature/blendsandrock004a_wvt_patch
Patching WVT material: maps/rp_downtown_coolrp/nature/blendmilground004_2_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 798 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\mrshr\Desktop\rp_downtown_coolrp.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.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_05*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (4905703 bytes)
Error! prop_static using model "models/props_junk/trashdumpster01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/trashdumpster01a.mdl"!
Error loading studio model "models/props_lighting/lightfixture02.mdl"!
Error! prop_static using model "models/props_wasteland/controlroom_desk001b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/controlroom_desk001b.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
.10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 10362 texinfos to 7172
Reduced 1029 texdatas to 923 (49657 bytes to 46097)
Writing C:\Users\mrshr\Desktop\rp_downtown_coolrp.bsp
10 seconds elapsed
8 threads
reading c:\users\mrshr\desktop\rp_downtown_coolrp.bsp
reading c:\users\mrshr\desktop\rp_downtown_coolrp.prt
5330 portalclusters
13916 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 20602 visible clusters (1.17%)
Total clusters visible: 1757896
Average clusters visible: 329
Building PAS...
Average clusters audible: 1356
visdatasize:2170462 compressed from 7163520
writing c:\users\mrshr\desktop\rp_downtown_coolrp.bsp
24 minutes, 39 seconds elapsed
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\mrshr\desktop\rp_downtown_coolrp.bsp
28778 faces
3 degenerate faces
4261894 square feet [613712768.00 square inches]
135 Displacements
40530 Square Feet [5836369.00 Square Inches]
28775 patches before subdivision
zero area child patch
zero area child patch
308195 patches after subdivision
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
980 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 40789956, max 1474
transfer lists: 311.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2282090, 1850442, 1123269)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(518135, 388222, 206557)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(138870, 96637, 45627)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(43110, 27793, 11610)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(14251, 8546, 3162)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4998, 2805, 919)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1826, 964, 279)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(693, 346, 88)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(272, 129, 29)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(110, 50, 10)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(46, 20, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(20, 8, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(9, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0838 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 358/1024 17184/49152 (35.0%)
brushes 7840/8192 94080/98304 (95.7%) VERY FULL!
brushsides 54070/65536 432560/524288 (82.5%) VERY FULL!
planes 22678/65536 453560/1310720 (34.6%)
vertexes 47743/65536 572916/786432 (72.9%)
nodes 14652/65536 468864/2097152 (22.4%)
texinfos 7172/12288 516384/884736 (58.4%)
texdata 923/2048 29536/65536 (45.1%)
dispinfos 135/0 23760/0 ( 0.0%)
disp_verts 11351/0 227020/0 ( 0.0%)
disp_tris 18048/0 36096/0 ( 0.0%)
disp_lmsamples 158556/0 158556/0 ( 0.0%)
faces 28778/65536 1611568/3670016 (43.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18978/65536 1062768/3670016 (29.0%)
leaves 15011/65536 480352/2097152 (22.9%)
leaffaces 34397/65536 68794/131072 (52.5%)
leafbrushes 17332/65536 34664/131072 (26.4%)
areas 8/256 64/2048 ( 3.1%)
surfedges 217328/512000 869312/2048000 (42.4%)
edges 135984/256000 543936/1024000 (53.1%)
LDR worldlights 980/8192 86240/720896 (12.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 3565/32768 35650/327680 (10.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 63294/65536 126588/131072 (96.6%) VERY FULL!
cubemapsamples 100/1024 1600/16384 ( 9.8%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 19861716/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2170462/16777216 (12.9%)
entdata [variable] 756051/393216 (192.3%) VERY FULL!
LDR ambient table 15011/65536 60044/262144 (22.9%)
HDR ambient table 15011/65536 60044/262144 (22.9%)
LDR leaf ambient 45671/65536 1278788/1835008 (69.7%)
HDR leaf ambient 15011/65536 420308/1835008 (22.9%)
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] 1/81264 ( 0.0%)
pakfile [variable] 10925348/0 ( 0.0%)
physics [variable] 4905703/4194304 (117.0%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 84040
Writing c:\users\mrshr\desktop\rp_downtown_coolrp.bsp
1 minute, 35 seconds elapsed
I've been searching the web far and wide and I cannot for the life of me find a fix for my black doors, weird random shadows, and shiny speculars (which I can fix in-game withmat_specular 0, but rather not have to do tht and find a perma fix for it)
Screenshots of my problems -https://imgur.com/a/0KaOunV
and the compile log...
materialPath: E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\mrshr\Desktop\rp_downtown_coolrp.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "smooth metal/graymetal" not found.
Material not found!: SMOOTH METAL/GRAYMETAL
Could not locate 'GameData' key in e:\steamlibrary\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_downtown_coolrp/nature/blendsandrock004a_wvt_patch
Patching WVT material: maps/rp_downtown_coolrp/nature/blendmilground004_2_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 798 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\mrshr\Desktop\rp_downtown_coolrp.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.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_05*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (4905703 bytes)
Error! prop_static using model "models/props_junk/trashdumpster01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/trashdumpster01a.mdl"!
Error loading studio model "models/props_lighting/lightfixture02.mdl"!
Error! prop_static using model "models/props_wasteland/controlroom_desk001b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/controlroom_desk001b.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
.10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 10362 texinfos to 7172
Reduced 1029 texdatas to 923 (49657 bytes to 46097)
Writing C:\Users\mrshr\Desktop\rp_downtown_coolrp.bsp
10 seconds elapsed
8 threads
reading c:\users\mrshr\desktop\rp_downtown_coolrp.bsp
reading c:\users\mrshr\desktop\rp_downtown_coolrp.prt
5330 portalclusters
13916 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 20602 visible clusters (1.17%)
Total clusters visible: 1757896
Average clusters visible: 329
Building PAS...
Average clusters audible: 1356
visdatasize:2170462 compressed from 7163520
writing c:\users\mrshr\desktop\rp_downtown_coolrp.bsp
24 minutes, 39 seconds elapsed
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\mrshr\desktop\rp_downtown_coolrp.bsp
28778 faces
3 degenerate faces
4261894 square feet [613712768.00 square inches]
135 Displacements
40530 Square Feet [5836369.00 Square Inches]
28775 patches before subdivision
zero area child patch
zero area child patch
308195 patches after subdivision
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
980 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 40789956, max 1474
transfer lists: 311.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2282090, 1850442, 1123269)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(518135, 388222, 206557)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(138870, 96637, 45627)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(43110, 27793, 11610)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(14251, 8546, 3162)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4998, 2805, 919)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1826, 964, 279)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(693, 346, 88)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(272, 129, 29)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(110, 50, 10)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(46, 20, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(20, 8, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(9, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0838 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 358/1024 17184/49152 (35.0%)
brushes 7840/8192 94080/98304 (95.7%) VERY FULL!
brushsides 54070/65536 432560/524288 (82.5%) VERY FULL!
planes 22678/65536 453560/1310720 (34.6%)
vertexes 47743/65536 572916/786432 (72.9%)
nodes 14652/65536 468864/2097152 (22.4%)
texinfos 7172/12288 516384/884736 (58.4%)
texdata 923/2048 29536/65536 (45.1%)
dispinfos 135/0 23760/0 ( 0.0%)
disp_verts 11351/0 227020/0 ( 0.0%)
disp_tris 18048/0 36096/0 ( 0.0%)
disp_lmsamples 158556/0 158556/0 ( 0.0%)
faces 28778/65536 1611568/3670016 (43.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18978/65536 1062768/3670016 (29.0%)
leaves 15011/65536 480352/2097152 (22.9%)
leaffaces 34397/65536 68794/131072 (52.5%)
leafbrushes 17332/65536 34664/131072 (26.4%)
areas 8/256 64/2048 ( 3.1%)
surfedges 217328/512000 869312/2048000 (42.4%)
edges 135984/256000 543936/1024000 (53.1%)
LDR worldlights 980/8192 86240/720896 (12.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 3565/32768 35650/327680 (10.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 63294/65536 126588/131072 (96.6%) VERY FULL!
cubemapsamples 100/1024 1600/16384 ( 9.8%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 19861716/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2170462/16777216 (12.9%)
entdata [variable] 756051/393216 (192.3%) VERY FULL!
LDR ambient table 15011/65536 60044/262144 (22.9%)
HDR ambient table 15011/65536 60044/262144 (22.9%)
LDR leaf ambient 45671/65536 1278788/1835008 (69.7%)
HDR leaf ambient 15011/65536 420308/1835008 (22.9%)
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] 1/81264 ( 0.0%)
pakfile [variable] 10925348/0 ( 0.0%)
physics [variable] 4905703/4194304 (117.0%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 84040
Writing c:\users\mrshr\desktop\rp_downtown_coolrp.bsp
1 minute, 35 seconds elapsed
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