Strange colors on models look like a rainbow party

Discussion in 'Game Modifications' started by Benox.exe, Nov 8, 2010.

  1. Benox.exe

    Benox.exe Newbie

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    I start a simple map for the first time for CSS and when I walk in the map theres strange colors on models, look : http://img820.imageshack.us/img820/716/sanstitrepu.jpg
    its simply a dark room with a red light , the flash glowing green and pink colors come from where ?
     
  2. kineaesth

    kineaesth Guest

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    Badly designed world reflections in the custom map you're probably playing?
     
  3. Barnz

    Barnz Retired Content Creator
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    http://developer.valvesoftware.com/wiki/Cubemaps

     
  4. Benox.exe

    Benox.exe Newbie

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    yea this is true, I think the problem come from the cube maps, in the other hand even before the addition of a cubemaps
    the problem (glow colors) is there without a env_cubemap entity. With a env_cubemap entity (good thing I want to use). I have this : http://img560.imageshack.us/img560/5290/sanstitresz.jpg
    errors that appear just by entering the map without building the cubemaps.
    When building cubemaps engine error LoadBSPFile: odd size for lump 56 that crash the game.
    Same probleme here : http://forums.steampowered.com/forums/showthread.php?p=10038847

    error in CSS console on a simple box map without env_cubemap :
    Error reading in file "materials/maps/test2/cubemapdefault.vtf"

    if I open a working CSS map with hammer and I compile it I will add these error(s)
    Compile process Window of a simple box map without env_cubemap :




    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\benox50\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "L:\storage\JEUX\CSS counter strike source\CSS\cstrike" "L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    4 threads
    materialPath: L:\storage\JEUX\CSS counter strike source\CSS\cstrike\materials
    Loading L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.vmf
    Could not locate 'GameData' key in l:\storage\jeux\css counter strike source\css\cstrike\gameinfo.txt
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.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_01*.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) (2281 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3 texinfos to 3
    Reduced 1 texdatas to 1 (26 bytes to 26)
    Writing L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\benox50\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "L:\storage\JEUX\CSS counter strike source\CSS\cstrike" "L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2"

    Valve Software - vvis.exe (Jul 7 2010)
    4 threads
    reading l:\storage\jeux\css counter strike source\css\cstrike\maps\test2.bsp
    reading l:\storage\jeux\css counter strike source\css\cstrike\maps\test2.prt
    4 portalclusters
    4 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 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 16
    Average clusters visible: 4
    Building PAS...
    Average clusters audible: 4
    visdatasize:44 compressed from 64
    writing l:\storage\jeux\css counter strike source\css\cstrike\maps\test2.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\benox50\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "L:\storage\JEUX\CSS counter strike source\CSS\cstrike" "L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2"

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

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [1 texlights parsed from 'lights.rad']

    Loading l:\storage\jeux\css counter strike source\css\cstrike\maps\test2.bsp
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    22 faces
    20556 square feet [2960128.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    22 patches before subdivision
    2794 patches after subdivision
    1 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 (0)
    transfers 288114, max 240
    transfer lists: 2.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(4603, 4888, 4710)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(1694, 1910, 1773)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(629, 753, 674)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(235, 298, 257)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(88, 118, 98)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(33, 47, 38)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(12, 19, 14)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(5, 7, 6)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(2, 3, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(1, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0021 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 6/8192 72/98304 ( 0.1%)
    brushsides 36/65536 288/524288 ( 0.1%)
    planes 40/65536 800/1310720 ( 0.1%)
    vertexes 41/65536 492/786432 ( 0.1%)
    nodes 27/65536 864/2097152 ( 0.0%)
    texinfos 3/12288 216/884736 ( 0.0%)
    texdata 1/2048 32/65536 ( 0.0%)
    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 22/65536 1232/3670016 ( 0.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6/65536 336/3670016 ( 0.0%)
    leaves 29/65536 928/2097152 ( 0.0%)
    leaffaces 22/65536 44/131072 ( 0.0%)
    leafbrushes 16/65536 32/131072 ( 0.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 112/512000 448/2048000 ( 0.0%)
    edges 69/256000 276/1024000 ( 0.0%)
    LDR worldlights 1/8192 88/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 53112/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 44/16777216 ( 0.0%)
    entdata [variable] 501/393216 ( 0.1%)
    LDR ambient table 29/65536 116/262144 ( 0.0%)
    HDR ambient table 29/65536 116/262144 ( 0.0%)
    LDR leaf ambient 57/65536 1596/1835008 ( 0.1%)
    HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 86730/0 ( 0.0%)
    physics [variable] 2281/4194304 ( 0.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 44
    Writing l:\storage\jeux\css counter strike source\css\cstrike\maps\test2.bsp
    6 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.bsp" "L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.bsp"
     
  5. Barnz

    Barnz Retired Content Creator
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    Read again.

     
  6. Benox.exe

    Benox.exe Newbie

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    up ! When building cubemaps I get an engine error LoadBSPFile: odd size for lump 56
    and this error crash the game! I will make a map for HL2 and see if its work, then I can know if the problem come from hammer and the sdk or CSS.
    But this is strange in the compile process window :

    Could not locate 'GameData' key in l:\storage\jeux\css counter strike source\css\cstrike\gameinfo.txt

    I look in the gameinfo.txt it look like that :

    "GameInfo"
    {
    game "Counter-Strike Source"
    title "COUNTER-STRIKE'"
    title2 "source"
    type multiplayer_only
    nomodels 1
    nohimodel 1
    nocrosshair 0
    hidden_maps
    {
    "test_speakers" 1
    "test_hardware" 1
    }
    nodegraph 0


    FileSystem
    {
    SteamAppId 240 // This will mount all the GCFs we need (240=CS:S, 220=HL2).
    ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.

    //
    // The code that loads this file automatically does a few things here:
    //
    // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
    // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
    // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
    // 3. For the first "Game" search path, it adds a search path called "MOD".
    // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
    //

    //
    // Search paths are relative to the base directory, which is where hl2.exe is found.
    //
    // |gameinfo_path| points at the directory where gameinfo.txt is.
    // We always want to mount that directory relative to gameinfo.txt, so
    // people can mount stuff in c:\mymod, and the main game resources are in
    // someplace like c:\program files\valve\steam\steamapps\<username>\half-life 2.
    //
    SearchPaths
    {
    Game |gameinfo_path|.
    Game cstrike
    Game hl2
    }
    }
    }

    I cant reinstall CSS, but I can change the files of CSS so if this file is wrong, Somebody could copy and paste the contents of this file as I do on the thread.
     
  7. Benox.exe

    Benox.exe Newbie

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    work on portal so its a CSS problem ! I update some CSS files and the glow colors disapear O yea !
     
  8. Muammar A Thangkhiew

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    ive the same problem...
    what files did you update exactly?
     
  9. Vegeta897

    Vegeta897 Banned as all fuck

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    Sorry, but Benox.exe is probably long gone. This thread is 3 years old.
     
  10. Muammar A Thangkhiew

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    can anybody else help me here then?... I have this same exact problem.
    I run "buildcubemaps" in the console after loading my custom map and then the game crashes with the messagebox:
    "LoadBSPFile: odd size for lump 56"
    :(
     

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