Cant see any shadows? => -staticshadows crashes mohlight
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Cant see any shadows? => -staticshadows crashes mohlight
My map has these worldspawn settings + i use fog:
Ambientlight 39 39 39
farplane_cull 0
Ive read this topic on Density too and applied density 1 on couple detailed brush surfaces (e.g. netting winter, some boxes etc.). I still cant see any shadows on the ground. Is there something im missing.
Another Q. Can orginal models cast shadows too? Whats the detailed -option in the entity window is for?
E: Topic updated.
Ambientlight 39 39 39
farplane_cull 0
Ive read this topic on Density too and applied density 1 on couple detailed brush surfaces (e.g. netting winter, some boxes etc.). I still cant see any shadows on the ground. Is there something im missing.
Another Q. Can orginal models cast shadows too? Whats the detailed -option in the entity window is for?
E: Topic updated.
Last edited by Sgt KIA on Tue Nov 29, 2005 7:41 am, edited 1 time in total.
I don't know about that topic, but, if your ambient is what it is, and there is no sun-direction, or there are no light emitting entities, I assume there would be no shadows............no ? The first thing I would try is putting sundirection in and see what happens. I don't know what effect the fog would have though.
Found -staticshadows option for models... However, i get this error and mohlight crashes:
Seems like a sandbag is causing crashing?
Code: Select all
C:\Documents and Settings\Antti>"D:\Pelit\MOHAAT~1\MOHlight.exe" -staticshadows
-gamedir c:\MOHAA C:\MOHAA\main\maps\dm\000000035.map
======== MOHlight Version 1.48 ========
Static Model shadow casting = true
----- FS_Startup -----
----------------------
18641 files in pk3 files
reading C:\MOHAA\main\maps\dm\000000035.bsp
reading C:\MOHAA\main\maps\dm\000000035.vis
Number of radiosity bounces = 0
Radiosity turned off due to no VIS data being present
====== Initial Lighting ======
ambient light at (39.00 39.00 39.00)
0 light emitting surfaces
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodelthe most common reason for no VIS data being present is a leak in ur skybox, so I'd rather search in this direction, i.e. load the pointfile in radiant.Sgt KIA wrote:Code: Select all
Radiosity turned off due to no VIS data being present
And I'd like to see the bsp log, there I think is the problem to be found
There is a terrain inside the skybox. However, there is some space inbetween skybox and the terrain. I dont think thats the problem (in game it look ok). Ive placed trees and stuff like that near the edges. The red square is the bottom of the skybox, ie the terrain kind of floats in the skybox...

I went on to the log then. Ive been chacing down the leaks but havent found them. I got rid of couple simply by retyping image shaders. I still get this error during compile:
I dont know which entity or entities are reached from outside. From the top view i cant find any. No brushes or entities is sticking outside the skybox imo.
Does the above log part mean i have 1015 leafs outside the skybox?

I went on to the log then. Ive been chacing down the leaks but havent found them. I got rid of couple simply by retyping image shaders. I still get this error during compile:
Code: Select all
...
--- FloodEntities ---
1015 flooded leafs
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
--- LeakFile ---
11 point linefile
....Does the above log part mean i have 1015 leafs outside the skybox?
It's gotta be one of the trees, ( entities ), that is the problem. Also, if you want to try it, use the caulk texture to totally encase the map, then hit the hollow button, recompile, to see if that will reduce anything...........? also, I had a problem with one of my maps where the skybox was too big.
It doesn't matter much which entity is outside or inside
After a compile with such an output, open ur map in radiant again, and go File>Pointfile. U'll get a red line from umm an entity inside the skybox to somewhere outside the skybox. Now follow that line with ur camera and find out where it does find its way through the skybox. Either u'll find a fissure (which must be closed) or it runs straight through a brush (which then might have a transparent texture). Remember that only static brushes, but no detailled brushes, entities, LOD or meshes do seal the skybox).
After a compile with such an output, open ur map in radiant again, and go File>Pointfile. U'll get a red line from umm an entity inside the skybox to somewhere outside the skybox. Now follow that line with ur camera and find out where it does find its way through the skybox. Either u'll find a fissure (which must be closed) or it runs straight through a brush (which then might have a transparent texture). Remember that only static brushes, but no detailled brushes, entities, LOD or meshes do seal the skybox).
Thanks Wacko for pointing me out that pointfile thing...
I managed to find the leak myself, but i still get the same mohlight crashing error if i compile the map with "-staticshadows" on. Like in my #2 post, the skelmodel warning message appeared again, so i went on and deleted all those sandbags just for testing.
Now all i get is pure crash as soon as mohlight starts. The logfile for the light is totally empty. It must be something else than the sandbags that causes the crash. Strange.
I managed to find the leak myself, but i still get the same mohlight crashing error if i compile the map with "-staticshadows" on. Like in my #2 post, the skelmodel warning message appeared again, so i went on and deleted all those sandbags just for testing.
Now all i get is pure crash as soon as mohlight starts. The logfile for the light is totally empty. It must be something else than the sandbags that causes the crash. Strange.
Could u give us the bsp.log and the vis.log then? What does ur crash look like (The light stage takes ages with -staticshadows)?Sgt KIA wrote:...i still get the same mohlight crashing error if i compile the map with "-staticshadows" on.
...
Now all i get is pure crash as soon as mohlight starts. The logfile for the light is totally empty. It must be something else than the sandbags that causes the crash. Strange.
And: I added a sandbag_link_main_winter to a test map and the compile was errorfree
Like i said mohlight crashes just after it started (lasts 0.5-1.5 sec.)...
OK. Logs are as follows:
BSP
VIS
LIGHT (this time it lasted a bit longer)
I compiled it fastest way because no matter what method i use i always get the mohlight crash if -staticshadows is on.
Does AMBIENT light alone in general support shadows? Even with fog effect on? ANother thing, could the total number of static models used (around 330) cause that light crashing? What i mean is, im afraid i need to rebuild whole thing from a scratch, and i really dont want to do that.
OK. Logs are as follows:
BSP
Code: Select all
---- q3map ----
blocksize is disabled.
----- FS_Startup -----
----------------------
18641 files in pk3 files
*** Entity 0, Brush 196, bounds (-2303 -3693 136) - (-2301 -3597 305)
^-- Fence masks must only be used with fence or nodraw.
Entity 0, Brush 239: duplicate plane
WARNING: Could not find 'models/static/corona_util.map'.
WARNING: Could not find 'models/static/corona_util.map'.
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/fir_bush.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/wbush.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/oftent.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/pine_m.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/map.skc
WARNING: Could not find 'models/static/map.map'.
TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_large_semicircle_winter.tik' (check referenced skb/skd files).
WARNING: Could not find 'models/miscobj/radio_civilian.map'.
TIKI_ParseSetup: unknown shader command /tikku in models/static/static_molotov.tik on line 11, skipping line.
TIKI_ParseSetup: unknown shader command /tikku in models/static/static_molotov.tik on line 12, skipping line.
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/molotov_cocktail.skc
WARNING: Could not find 'models/static/static_molotov.map'.
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/fir.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/burned_tree.skc
WARNING: Could not find 'models/static/drawing_compass.map'.
WARNING: Could not find 'models/static/metal_mug.map'.
WARNING: Could not find 'models/static/corona_reg.map'.
WARNING: Could not find 'models/items/documents2d.map'.
WARNING: Could not find 'models/static/corona_reg.map'.
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/pine_l.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/pine_s.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/statweapons/mg42/maxim_stand.skc
WARNING: Could not find 'models/statweapons/mg42_bipod.map'.
WARNING: Could not find 'models/statweapons/mg42_bipod.map'.
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/birch_m.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/birch_s.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/muna_fin_tent.skc
WARNING: Could not find 'models/static/corona_reg.map'.
************ 1 brushes with mixed fence masks ************
writing C:\MOHAA\main\maps\dm\000artturi5.prt
WARNING: areaportal brush 195 doesn't touch two areas
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0.2% fewer faces -- 1844 faces from 1847 (3 removed)
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Writing C:\MOHAA\main\maps\dm\000artturi5.bsp
Writing C:\MOHAA\main\maps\dm\000artturi5.vis
12 seconds elapsedVIS
Code: Select all
---- vis ----
fastvis = true
----- FS_Startup -----
----------------------
18641 files in pk3 files
reading C:\MOHAA\main\maps\dm\000artturi5.bsp
vis_derived = 0
reading C:\MOHAA\main\maps\dm\000artturi5.prt
514 portalclusters
2018 numportals
1854 numfaces
visdatasize:37016
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(2.38) seconds.
creating leaf vis...
Average clusters visible: 438
writing C:\MOHAA\main\maps\dm\000artturi5.bsp
writing C:\MOHAA\main\maps\dm\000artturi5.vis
3.0 seconds elapsedLIGHT (this time it lasted a bit longer)
Code: Select all
======== MOHlight Version 1.48 ========
Fast, lower quality lighting on
Static Model shadow casting = true
----- FS_Startup -----
----------------------
18641 files in pk3 files
reading C:\MOHAA\main\maps\dm\000artturi5.bsp
reading C:\MOHAA\main\maps\dm\000artturi5.vis
====== Initial Lighting ======
ambient light at (39.00 39.00 39.00)
0 light emitting surfaces
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^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/fir_bush.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/fir.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/burned_tree.skc
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
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^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/oftent.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/wbush.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/pine_l.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/pine_m.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/muna_fin_tent.skc
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TIKI_InitTiki: could not find surface 'sb_4' in 'models/static/sandbag_large_semicircle_winter.tik' (check referenced skb/skd files).
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/muna/birch_s.skc
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^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
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^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
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^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
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^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^~^ Model 'models/static/sandbag_link_main_winter.tik' has no skelmodel
^~^Does AMBIENT light alone in general support shadows? Even with fog effect on? ANother thing, could the total number of static models used (around 330) cause that light crashing? What i mean is, im afraid i need to rebuild whole thing from a scratch, and i really dont want to do that.
I'm gonna let somebody else answer this...but, you gotta get in the habit of building a little, and then compiling, and then add to what you already made. That way you can catch the errors and fix them as you go. There are a lot of poly's goin on, wonder what kind of effect that had ? I think the old animation patch thing has to do with something installed that was originally used in AA, and now used in SH . I'd like to know the answer to that one myself. Do you have a bunch of custom pk3's in you main or mainta folders ?
bsp log: there's a duplicate plane and a mixed fence brush, and that areaportal. Things u should look at but probably dont cause ur problem. And there's some stuff from custom pk3(s). For ur compile, u should move all custom pk3s from main into a temp folder. Maybe this already helps ur problem
vis log: looks ok
light log: ummm, that sandbag thing is strange. As I said that sandbag is fine here. Maybe it got sth to do with those custom pk3s?
Why do u use -staticshadows at all? Do really all models have to cast shadows? U could also use brushes with caulkshadow to simulate shadows
vis log: looks ok
light log: ummm, that sandbag thing is strange. As I said that sandbag is fine here. Maybe it got sth to do with those custom pk3s?
Why do u use -staticshadows at all? Do really all models have to cast shadows? U could also use brushes with caulkshadow to simulate shadows
fast
You wont get shadows if you set the light compler to fast. Try leaving the light options box blank.
Re: fast
Thanks for all your help guys.
I finally managed to get tiny shadows (only brushes). IMO the key was i had to add sun for the map. Previously there was only ambient light, now theres rather weak ambient light and a bit stronger sunlight. Thus, brushes now cast shadows.
However, models dont cast shadows atm. I could try adding that caulkshadow textures for the "most wanted ones", but i also wanted to test that -staticshadows thing.
One thing still messes my head. Staticshadows option always crashes my mohlight. I even made a very small test map that had only one tree and a brush and that wintertype sandbag. Even with this map i got mohlight to crash. Now it printed same skelmodel errormessages for that tree too.
Now it could be my custom .pk3 like Wacko said, but that pk3 includes all the custom models i need for the map, so i guess i cant move the pk3 file out from main?
Does mapfiles folder play any part with the skelmodel errors? I mean the original files + my custom map models are now in main. The compiled map files are under ..main\maps\dm. I believe thats not the issue, but it crossed my mind (because i seem to get a skelmodel errormessage dispite what model is used in the map).
BTW my mohlight version is 1.48. I guess thats the latest one (didnt find newer).
I finally managed to get tiny shadows (only brushes). IMO the key was i had to add sun for the map. Previously there was only ambient light, now theres rather weak ambient light and a bit stronger sunlight. Thus, brushes now cast shadows.
However, models dont cast shadows atm. I could try adding that caulkshadow textures for the "most wanted ones", but i also wanted to test that -staticshadows thing.
The shadows i mentioned above came with -fast option. Shadows must be better ones with -final compile.tltrude wrote:You wont get shadows if you set the light compler to fast. Try leaving the light options box blank.
One thing still messes my head. Staticshadows option always crashes my mohlight. I even made a very small test map that had only one tree and a brush and that wintertype sandbag. Even with this map i got mohlight to crash. Now it printed same skelmodel errormessages for that tree too.
Now it could be my custom .pk3 like Wacko said, but that pk3 includes all the custom models i need for the map, so i guess i cant move the pk3 file out from main?
Does mapfiles folder play any part with the skelmodel errors? I mean the original files + my custom map models are now in main. The compiled map files are under ..main\maps\dm. I believe thats not the issue, but it crossed my mind (because i seem to get a skelmodel errormessage dispite what model is used in the map).
BTW my mohlight version is 1.48. I guess thats the latest one (didnt find newer).
Re: fast
Umm, of course u need sunlight to get shadows. The deeper meaning of ambientlight is to have light even in places the sunlight couldn't reach i.e. places full of shadowSgt KIA wrote:I finally managed to get tiny shadows (only brushes). IMO the key was i had to add sun for the map. Previously there was only ambient light, now theres rather weak ambient light and a bit stronger sunlight. Thus, brushes now cast shadows.
What about a test map without that sandbag?Sgt KIA wrote:Staticshadows option always crashes my mohlight. I even made a very small test map that had only one tree and a brush and that wintertype sandbag.
U need the pk3 with the stuff u use in the map, but if u did a test map without any custom stuff neither used nor in main, u ought to get no errors with -staticshadowsSgt KIA wrote:Now it could be my custom .pk3 like Wacko said, but that pk3 includes all the custom models i need for the map, so i guess i cant move the pk3 file out from main?
That's fine imo.Sgt KIA wrote:Does mapfiles folder play any part with the skelmodel errors? I mean the original files + my custom map models are now in main. The compiled map files are under ..main\maps\dm.
Still, if u didn't get the error without custom stuff, the problem seems to lie inside ur pk3.
If u didn't get the error with custom stuff but without the sandbag, the problem seems to lie in the sandbag's files. U could then try to compare the stock files with the custom ones to find differences.

