Re: [Csgo_sdk] All models now black after compiling
Try this parameter line -StaticPropLighting -StaticPropSampleScale 0.25 -game $gamedir $path\$file For testing purposes, takes me 33 mins to compile that one. Pics http://imgur.com/a/hUcKl For a full, non hdr compile try this line. Looks better than the other result but takes me 1 hour and 17 mins to compile -textureshadows -ldr -StaticPropLighting -StaticPropSampleScale 0.25 -StaticPropPolys -game $gamedir $path\$file http://imgur.com/a/vaznu Hope This Helps out. Sorry I could not reply earlier. On Feb 19, 2016 4:26 PM, "Michael Mayea" wrote: > Even when I use -final I get the black models. I must be missing > something. . > > On Fri, Feb 19, 2016 at 5:01 PM, Eugenio Roman < > eugenio.motanu...@gmail.com> wrote: > >> I emailed valve and this is what he replied. For now use -staticproppolys >> and -staticpropsamplescale 0.25 in the vrad parameters. >> >> It's a new light model >> >> Hi there! >> >> We will be shipping some instructions on how to use the newly improved >> lighting system in CSGO. Sadly it wasn't out by the time we shipped the >> operation. >> >> Basically, you must use -StaticPropLighting in VRAD to get proper >> lighting on models now. I've copy-pasted a section from the document below: >> >> "Then in light_exe (VRAD) make sure you have the following parameter: >> >> -StaticPropLighting >> >> This improvement does increase compile time, but to help with iteration >> we also included the ability to tweak the quality of the new lighting by >> adding the –StaticPropSampleScale x parameter (16=slow, high quality, >> 4=default and 0.25=fast, low quality) which is useful if you want to speed >> up compile times. Note that adding -final is the equivalent of having >> -StaticPropLightingScale 16. We recommend you try some different values and >> see which one works best for you." >> >> Try it out and let me know if this works for you. >> >> Thanks >> On Feb 19, 2016 3:55 PM, "Michael Mayea" wrote: >> >>> It seems like this is affecting some people and not others. I haven't >>> been able to fix this. Is this a bug on Valve's end I need to wait for to >>> be fixed or is there something on my end left over after an update I need >>> to deal with? >>> >>> Any info appreciated. >>> >>> ___ >>> Csgo_sdk mailing list >>> Csgo_sdk@list.valvesoftware.com >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >>> >>> >> ___ >> Csgo_sdk mailing list >> Csgo_sdk@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >> >> > > ___ > Csgo_sdk mailing list > Csgo_sdk@list.valvesoftware.com > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk > > ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] All models now black after compiling
As it stands now I cannot adjust the scale of –StaticPropSampleScale so my map would take probably 24 hours to compile. Any way I can change the scale under the advanced compiler? On Fri, Feb 19, 2016 at 5:52 PM, Michael Mayea wrote: > Okay here is how I fixed this, it took all day. It was my dad off and I > spent it compiling my map 100 times lol, but I learned a lot! > > I had to go under advanced compile, and then select Full Compile. It took > a very long time to compile even a small cordoned section of the map. > > When I was under the "normal" compiler options, it didn't work even if I > manually added the additional parameters. This is the way I have done > things for years. So adding these manually under the normal compiler menu, > not the advanced: > > -maxthreads 8 -windowed -fullscreened -novid -bounce 20 -staticproppolys > -textureshadows -staticproplighting -both -final -StaticPropLightingScale > 16 > > Did not work, even multiple combinations. > > Thanks for your help in resolving this. > > On Fri, Feb 19, 2016 at 5:24 PM, Michael Mayea > wrote: > >> Even when I use -final I get the black models. I must be missing >> something. . >> >> On Fri, Feb 19, 2016 at 5:01 PM, Eugenio Roman < >> eugenio.motanu...@gmail.com> wrote: >> >>> I emailed valve and this is what he replied. For now use >>> -staticproppolys and -staticpropsamplescale 0.25 in the vrad parameters. >>> >>> It's a new light model >>> >>> Hi there! >>> >>> We will be shipping some instructions on how to use the newly improved >>> lighting system in CSGO. Sadly it wasn't out by the time we shipped the >>> operation. >>> >>> Basically, you must use -StaticPropLighting in VRAD to get proper >>> lighting on models now. I've copy-pasted a section from the document below: >>> >>> "Then in light_exe (VRAD) make sure you have the following parameter: >>> >>> -StaticPropLighting >>> >>> This improvement does increase compile time, but to help with iteration >>> we also included the ability to tweak the quality of the new lighting by >>> adding the –StaticPropSampleScale x parameter (16=slow, high quality, >>> 4=default and 0.25=fast, low quality) which is useful if you want to speed >>> up compile times. Note that adding -final is the equivalent of having >>> -StaticPropLightingScale 16. We recommend you try some different values and >>> see which one works best for you." >>> >>> Try it out and let me know if this works for you. >>> >>> Thanks >>> On Feb 19, 2016 3:55 PM, "Michael Mayea" wrote: >>> It seems like this is affecting some people and not others. I haven't been able to fix this. Is this a bug on Valve's end I need to wait for to be fixed or is there something on my end left over after an update I need to deal with? Any info appreciated. ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >>> ___ >>> Csgo_sdk mailing list >>> Csgo_sdk@list.valvesoftware.com >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >>> >>> >> > ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] All models now black after compiling
Okay here is how I fixed this, it took all day. It was my dad off and I spent it compiling my map 100 times lol, but I learned a lot! I had to go under advanced compile, and then select Full Compile. It took a very long time to compile even a small cordoned section of the map. When I was under the "normal" compiler options, it didn't work even if I manually added the additional parameters. This is the way I have done things for years. So adding these manually under the normal compiler menu, not the advanced: -maxthreads 8 -windowed -fullscreened -novid -bounce 20 -staticproppolys -textureshadows -staticproplighting -both -final -StaticPropLightingScale 16 Did not work, even multiple combinations. Thanks for your help in resolving this. On Fri, Feb 19, 2016 at 5:24 PM, Michael Mayea wrote: > Even when I use -final I get the black models. I must be missing > something. . > > On Fri, Feb 19, 2016 at 5:01 PM, Eugenio Roman < > eugenio.motanu...@gmail.com> wrote: > >> I emailed valve and this is what he replied. For now use -staticproppolys >> and -staticpropsamplescale 0.25 in the vrad parameters. >> >> It's a new light model >> >> Hi there! >> >> We will be shipping some instructions on how to use the newly improved >> lighting system in CSGO. Sadly it wasn't out by the time we shipped the >> operation. >> >> Basically, you must use -StaticPropLighting in VRAD to get proper >> lighting on models now. I've copy-pasted a section from the document below: >> >> "Then in light_exe (VRAD) make sure you have the following parameter: >> >> -StaticPropLighting >> >> This improvement does increase compile time, but to help with iteration >> we also included the ability to tweak the quality of the new lighting by >> adding the –StaticPropSampleScale x parameter (16=slow, high quality, >> 4=default and 0.25=fast, low quality) which is useful if you want to speed >> up compile times. Note that adding -final is the equivalent of having >> -StaticPropLightingScale 16. We recommend you try some different values and >> see which one works best for you." >> >> Try it out and let me know if this works for you. >> >> Thanks >> On Feb 19, 2016 3:55 PM, "Michael Mayea" wrote: >> >>> It seems like this is affecting some people and not others. I haven't >>> been able to fix this. Is this a bug on Valve's end I need to wait for to >>> be fixed or is there something on my end left over after an update I need >>> to deal with? >>> >>> Any info appreciated. >>> >>> ___ >>> Csgo_sdk mailing list >>> Csgo_sdk@list.valvesoftware.com >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >>> >>> >> ___ >> Csgo_sdk mailing list >> Csgo_sdk@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >> >> > ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] All models now black after compiling
Even when I use -final I get the black models. I must be missing something. . On Fri, Feb 19, 2016 at 5:01 PM, Eugenio Roman wrote: > I emailed valve and this is what he replied. For now use -staticproppolys > and -staticpropsamplescale 0.25 in the vrad parameters. > > It's a new light model > > Hi there! > > We will be shipping some instructions on how to use the newly improved > lighting system in CSGO. Sadly it wasn't out by the time we shipped the > operation. > > Basically, you must use -StaticPropLighting in VRAD to get proper lighting > on models now. I've copy-pasted a section from the document below: > > "Then in light_exe (VRAD) make sure you have the following parameter: > > -StaticPropLighting > > This improvement does increase compile time, but to help with iteration we > also included the ability to tweak the quality of the new lighting by > adding the –StaticPropSampleScale x parameter (16=slow, high quality, > 4=default and 0.25=fast, low quality) which is useful if you want to speed > up compile times. Note that adding -final is the equivalent of having > -StaticPropLightingScale 16. We recommend you try some different values and > see which one works best for you." > > Try it out and let me know if this works for you. > > Thanks > On Feb 19, 2016 3:55 PM, "Michael Mayea" wrote: > >> It seems like this is affecting some people and not others. I haven't >> been able to fix this. Is this a bug on Valve's end I need to wait for to >> be fixed or is there something on my end left over after an update I need >> to deal with? >> >> Any info appreciated. >> >> ___ >> Csgo_sdk mailing list >> Csgo_sdk@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk >> >> > ___ > Csgo_sdk mailing list > Csgo_sdk@list.valvesoftware.com > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk > > ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
Re: [Csgo_sdk] All models now black after compiling
I emailed valve and this is what he replied. For now use -staticproppolys and -staticpropsamplescale 0.25 in the vrad parameters. It's a new light model Hi there! We will be shipping some instructions on how to use the newly improved lighting system in CSGO. Sadly it wasn't out by the time we shipped the operation. Basically, you must use -StaticPropLighting in VRAD to get proper lighting on models now. I've copy-pasted a section from the document below: "Then in light_exe (VRAD) make sure you have the following parameter: -StaticPropLighting This improvement does increase compile time, but to help with iteration we also included the ability to tweak the quality of the new lighting by adding the –StaticPropSampleScale x parameter (16=slow, high quality, 4=default and 0.25=fast, low quality) which is useful if you want to speed up compile times. Note that adding -final is the equivalent of having -StaticPropLightingScale 16. We recommend you try some different values and see which one works best for you." Try it out and let me know if this works for you. Thanks On Feb 19, 2016 3:55 PM, "Michael Mayea" wrote: > It seems like this is affecting some people and not others. I haven't been > able to fix this. Is this a bug on Valve's end I need to wait for to be > fixed or is there something on my end left over after an update I need to > deal with? > > Any info appreciated. > > ___ > Csgo_sdk mailing list > Csgo_sdk@list.valvesoftware.com > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk > > ___ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk