Suck My Duck [FR] 18 mar à 11h02
Hammer - Problem with cubemaps - Help me please ! (purple and black textures)
I have some troubles with reflections and env_cubemaps.
I only get purple and black textures on metal surfaces (even weapons). I don't know how to solve the problem.
I already erased all env-cubemaps and tried to add them back. Didn't work.
I also tried to buildcubemaps in console. Didn't work.
Need help on this please.

If you need more information in order to help me, please, tell me !

Dernière modification de Suck My Duck [FR]; 18 mar à 11h03
Affichage des commentaires 1 à 15 sur 27
< >
Suck My Duck [FR] 18 mar à 11h05 
My cubemaps used to work perfectly. I changed my map a little bit. And it went wrong.
I tried to work on an earlier version (without the glitch) but when I tried to have more space, i got the glitch again.
I also tried to copy, paste the map in a new project, did the same when I launched ingame.
Rectus 18 mar à 13h45 
Cubemaps showing up as purple and black textures are often caused by other things than the cubemaps themselves. Something could be causing the compiler to fail and not pack the default cubemaps into the bsp.

You should post a compile log and the console output when you start the map.
Suck My Duck [FR] 18 mar à 17h06 
Error loading studio model "models/props_vehicles/car001a_phy.mdl"!
Error! prop_static using model "models/props/cs_assault/barrelwarning.mdl", whic
h must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_assault/barrelwarning.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 282 texinfos to 195
Reduced 102 texdatas to 90 (3037 bytes to 2611)
Writing C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\sdk_content\
mapsrc\Projet 1\Saint Woods\TestHolyWoodsV04.bsp
10 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (77930000)
CDynamicFunction: Closing library 'Kernel32.dll' (75960000)

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2
\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bi
n\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\l
eft4dead2" -fast "C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\sd
k_content\mapsrc\Projet 1\Saint Woods\TestHolyWoodsV04"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75960000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7799254
0
CDynamicFunction: Loading library 'psapi.dll' (77930000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 7793155C
Valve Software - vvis.exe (Dec 16 2013)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\projet 1\saint woods\TestHolyWoodsV04.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\projet 1\saint woods\TestHolyWoodsV04.prt
3324 portalclusters
11790 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
Optimized: 723567 visible clusters (0.00%)
Total clusters visible: 8638072
Average clusters visible: 2598
Building PAS...
Average clusters audible: 3313
visdatasize:2634161 compressed from 2765568
writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\projet 1\saint woods\TestHolyWoodsV04.bsp
6 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (77930000)
CDynamicFunction: Closing library 'Kernel32.dll' (75960000)

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2
\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bi
n\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapps\common\left 4 de
ad 2\left4dead2" "C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\sd
k_content\mapsrc\Projet 1\Saint Woods\TestHolyWoodsV04"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75960000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7799254
0
CDynamicFunction: Loading library 'psapi.dll' (77930000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 7793155C
Valve Software - vrad.exe SSE (Dec 23 2013)

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

Loading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\projet 1\saint woods\TestHolyWoodsV04.bsp
Setting up ray-trace acceleration structure... Done (2.60 seconds)
7819 faces
10 degenerate faces
399417 square feet [57516072.00 square inches]
118 Displacements
176096 Square Feet [25357860.00 Square Inches]
7809 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
44679 patches after subdivision
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
transfers 4082237, max 709
transfer lists: 31.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1178, 1228, 1363)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(115, 109, 103)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12, 10, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0127 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 768/8192 9216/98304 ( 9.4%)
brushsides 8034/65536 64272/524288 (12.3%)
planes 12100/65536 242000/1310720 (18.5%)
vertexes 17702/65536 212424/786432 (27.0%)
nodes 7263/65536 232416/2097152 (11.1%)
texinfos 195/12288 14040/884736 ( 1.6%)
texdata 90/2048 2880/65536 ( 4.4%)
dispinfos 118/0 20768/0 ( 0.0%)
disp_verts 9558/0 191160/0 ( 0.0%)
disp_tris 15104/0 30208/0 ( 0.0%)
disp_lmsamples 233972/0 233972/0 ( 0.0%)
faces 7819/65536 437864/3670016 (11.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2870/65536 160720/3670016 ( 4.4%)
leaves 7273/65536 232736/2097152 (11.1%)
leaffaces 11509/65536 23018/131072 (17.6%)
leafbrushes 7544/65536 15088/131072 (11.5%)
areas 3/256 24/2048 ( 1.2%)
surfedges 51633/512000 206532/2048000 (10.1%)
edges 32064/256000 128256/1024000 (12.5%)
LDR worldlights 8/8192 800/819200 ( 0.1%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 1381/32768 13810/327680 ( 4.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 22950/65536 45900/131072 (35.0%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 80/512 28160/180224 (15.6%)
LDR lightdata [variable] 2480024/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2634161/16777216 (15.7%)
entdata [variable] 30945/393216 ( 7.9%)
LDR ambient table 7273/65536 29092/262144 (11.1%)
HDR ambient table 7273/65536 29092/262144 (11.1%)
LDR leaf ambient 6740/65536 188720/1835008 (10.3%)
HDR leaf ambient 7273/65536 203644/1835008 (11.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/21798 ( 0.0%)
pakfile [variable] 528462/0 ( 0.0%)
physics [variable] 321716/4194304 ( 7.7%)
physics terrain [variable] 22636/1048576 ( 2.2%)

Level flags = 0

Total triangle count: 24328
Writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\projet 1\saint woods\TestHolyWoodsV04.bsp
32 seconds elapsed
Valve Software - vrad.exe SSE (Dec 23 2013)

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

Loading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\projet 1\saint woods\TestHolyWoodsV04.bsp
Setting up ray-trace acceleration structure... Done (2.58 seconds)
7819 faces
10 degenerate faces
399417 square feet [57516072.00 square inches]
118 Displacements
176096 Square Feet [25357860.00 Square Inches]
7809 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
44679 patches after subdivision
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
transfers 4082237, max 709
transfer lists: 31.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(748, 778, 861)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(72, 68, 64)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7, 6, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0134 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (6)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 768/8192 9216/98304 ( 9.4%)
brushsides 8034/65536 64272/524288 (12.3%)
planes 12100/65536 242000/1310720 (18.5%)
vertexes 17702/65536 212424/786432 (27.0%)
nodes 7263/65536 232416/2097152 (11.1%)
texinfos 195/12288 14040/884736 ( 1.6%)
texdata 90/2048 2880/65536 ( 4.4%)
dispinfos 118/0 20768/0 ( 0.0%)
disp_verts 9558/0 191160/0 ( 0.0%)
disp_tris 15104/0 30208/0 ( 0.0%)
disp_lmsamples 233972/0 233972/0 ( 0.0%)
faces 7819/65536 437864/3670016 (11.9%)
hdr faces 7819/65536 437864/3670016 (11.9%)
origfaces 2870/65536 160720/3670016 ( 4.4%)
leaves 7273/65536 232736/2097152 (11.1%)
leaffaces 11509/65536 23018/131072 (17.6%)
leafbrushes 7544/65536 15088/131072 (11.5%)
areas 3/256 24/2048 ( 1.2%)
surfedges 51633/512000 206532/2048000 (10.1%)
edges 32064/256000 128256/1024000 (12.5%)
LDR worldlights 8/8192 800/819200 ( 0.1%)
HDR worldlights 8/8192 800/819200 ( 0.1%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 1381/32768 13810/327680 ( 4.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 22950/65536 45900/131072 (35.0%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 80/512 28160/180224 (15.6%)
LDR lightdata [variable] 2480024/0 ( 0.0%)
HDR lightdata [variable] 2480024/0 ( 0.0%)
visdata [variable] 2634161/16777216 (15.7%)
entdata [variable] 30945/393216 ( 7.9%)
LDR ambient table 7273/65536 29092/262144 (11.1%)
HDR ambient table 7273/65536 29092/262144 (11.1%)
LDR leaf ambient 6740/65536 188720/1835008 (10.3%)
HDR leaf ambient 6071/65536 169988/1835008 ( 9.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/21798 ( 0.0%)
pakfile [variable] 528462/0 ( 0.0%)
physics [variable] 321716/4194304 ( 7.7%)
physics terrain [variable] 22636/1048576 ( 2.2%)

Level flags = 0

Total triangle count: 24328
Writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\projet 1\saint woods\TestHolyWoodsV04.bsp
32 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (77930000)
CDynamicFunction: Closing library 'Kernel32.dll' (75960000)

-------------------------------------------------------------------------------
Running command: copy "C:\Program Files (x86)\Steam\SteamApps\common\left 4 dead
2\sdk_content\mapsrc\Projet 1\Saint Woods\TestHolyWoodsV04.bsp" "C:\Program Fil
es (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\maps\TestHolyWoodsV04.b
sp"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2
"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\le
ft4dead2.exe" -dev -console -game "C:\Program Files (x86)\Steam\steamapps\common
\left 4 dead 2\left4dead2" +map "TestHolyWoodsV04" +sv_lan 1
-------------------------------------------------------------------------------
Suck My Duck [FR] 18 mar à 17h07 
CAsyncWavDataCache: 0 .wavs total 0 bytes, 0.00 % of capacity
Trying cache : 'c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2_dlc3_french\sound\sound.cache'
Trying cache : 'c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2_dlc3\sound\sound.cache'
Trying cache : 'c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2_dlc2\sound\sound.cache'
Trying cache : 'c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2_dlc1\sound\sound.cache'
Trying cache : 'c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2_french\sound\sound.cache'
Trying cache : 'c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2\sound\sound.cache'
Error! Variable "$blendframes" is multiply defined in material "particle/smoke1/smoke1_add_nearcull"!
Binding uncached material "vgui_white", artificially incrementing refcount
Binding uncached material "vgui/loadingscreen_default", artificially incrementing refcount
Binding uncached material "vgui/loadingbar", artificially incrementing refcount
Binding uncached material "vgui/loadingbar_bg", artificially incrementing refcount
Binding uncached material "__fontpage", artificially incrementing refcount
Binding uncached material "__fontpage", artificially incrementing refcount
Binding uncached material "__fontpage", artificially incrementing refcount
Binding uncached material "__fontpage", artificially incrementing refcount
Binding uncached material "vgui/hud/800corner1", artificially incrementing refcount
Binding uncached material "vgui/hud/800corner2", artificially incrementing refcount
Binding uncached material "vgui/hud/800corner4", artificially incrementing refcount
Binding uncached material "vgui/hud/800corner3", artificially incrementing refcount
Binding uncached material "__fontpage", artificially incrementing refcount
No pure server whitelist. sv_pure = 0
Error! Variable "$blendframes" is multiply defined in material "particle/smoke1/smoke1_add_nearcull"!
SurfFlagsToSortGroup: unhandled flags (4004811) (tools/toolsnodraw)!
- This implies you have a surface (usually a displacement) embedded in solid.
- Look near (799.0, 280.0, 28.0)
SurfFlagsToSortGroup: unhandled flags (4004811) (tools/toolsnodraw)!
- This implies you have a surface (usually a displacement) embedded in solid.
- Look near (2066.0, 1312.0, -396.0)
SurfFlagsToSortGroup: unhandled flags (4004851) (tools/toolsnodraw)!
- This implies you have a surface (usually a displacement) embedded in solid.
- Look near (2066.0, -1684.0, -396.0)
SurfFlagsToSortGroup: unhandled flags (4004851) (tools/toolsnodraw)!
- This implies you have a surface (usually a displacement) embedded in solid.
- Look near (971.0, 1566.5, 33.2)
SurfFlagsToSortGroup: unhandled flags (4004851) (tools/toolsnodraw)!
- This implies you have a surface (usually a displacement) embedded in solid.
- Look near (902.0, -1784.0, -396.0)
Redownloading all lightmaps
Compressing fragments for Suck My Duck [FR](loopback) (13601 -> 9828 bytes)
Unable to initialize DirectSoundCapture. You won't be able to speak to other players.Sending full update to Client Suck My Duck [FR] (Suck My Duck [FR] can't find frame from tick -1)
Compressing fragments for Suck My Duck [FR](loopback) (4116 -> 2927 bytes)
#Cstrike_TitlesTXT_Game_connected
Receiving uncompressed update from server
Set Gravity 800.0 (0.250 tolerance)
Queued Material System: ENABLED!
[INTROS] Adding Suck My Duck [FR] to fully connected userid's. New count: 1
[INTROS] 1 fully connected players matches 1 exptected players. Unfreezing team.
[TAKEOVER]: Joining new player Suck My Duck [FR](2).
[TAKEOVER]: New player Suck My Duck [FR](2) is joining team 2 as character Unknown.
[TAKEOVER]: Suck My Duck [FR](2) is looking for a bot to possess.
Allowing spawning - "Suck My Duck [FR]<2><STEAM_1:1:5161278><Survivor><Gambler><ALIVE><100+0><setpos_exact 3.00 -637.00 212.78; setang 14.83 3.41 0.00><Area 307>" left safe area
NextBot tickrate changed from 0 (0.000ms) to 3 (0.100ms)
Rectus 19 mar à 0h53 
10 degenerate faces
zero area child patch
You have some broken brushes with invalid faces. This can happen when you use the vertex tool or the carve tool to make complex geometry. Alt + P in Hammer can sometimes find which brushes are invalid.

SurfFlagsToSortGroup: unhandled flags (4004811) (tools/toolsnodraw)!
- This implies you have a surface (usually a displacement) embedded in solid.
- Look near (799.0, 280.0, 28.0)

This could also be an issue. Look if there is anything near those coordiantes, like displacements on multiple sides of the same brush.

I'm not fully sure that these issues are what is causing the cubemaps to malfunction. You can test if they are, either by disabling the offending brushes with visgroups if you know which ones are causing it, or cordoning off parts of the map, and compiling to see if the cubemaps work.

Also, the fist part of the VBSP output is missing from your log. It could contain some useful information.
Suck My Duck [FR] 19 mar à 2h33 
Rectus,

Thanks a lot for all your advices. I will try to search for those brushes and displacements issues. I read it was a bad idea to use too much vertex tool. (which I did - almost all brushes were connected together that way...).

I will inverstigate and tell you if it worked.

if you're interested the map I'm building is called "DO NOT ENTER", you can see it on l4d maps in the "coming soon" section.

I'm kind of a rookie and try to understand everything. But my campaign will look cool (if it works!!)

For the first part of the VBSP, I will try to send it, especially if I don't manage to find the problem.

See you !

Suck My Duck [FR] 19 mar à 2h37 
First info : when I use alt+p. NO errors were found.
Suck My Duck [FR] 19 mar à 2h40 
The coordinates seem to be invalide. Hammer says the way i write it is wrong.
Rectus 19 mar à 3h38 
Try removing the commas between the coordiantes.

The vertex tool can be very powerful if you use it right. The problem with it is that it doesn't tell you if the brushes are invalid. Always make sure that all the faces are perfectly flat, and that you merge the vertices if you move one on to the same position as an other one.

Nice looking screenshots by the way. Just a quick tip on aligning textures on things like the crypt entrance beams. In the texture appliaction tool, if you select the face on the top or bottom of the brush, and then Alt + right click on the side of the same brush, it will align the textures on the faces. that way you won't have to rotate them manually.
Suck My Duck [FR] 19 mar à 4h14 
Yes thanks i managed to enter coordinates. Thanks. I'm moving a lot of brushes right now.Everytilme, i correct the problems, it gives me new coordinates. Many erros on my map. I'll let you know.

I read specifically about Vertex tool that it decreases a lot performances even if you don't have invalids shapes. I guess that's why my compile process is so long...

I will also apply my textures as you tell me. Don't hesitate to come often to look for my screenshots, I will post them often. And as a rookie, all advices are welcome ! Building a campaign alone is a true challenge for me, I have many things to learn.
Rectus 19 mar à 4h36 
Suck My Duck FR a écrit :
I read specifically about Vertex tool that it decreases a lot performances even if you don't have invalids shapes. I guess that's why my compile process is so long...

That has more to do with complex brush geometry than the Vertex Tool itself. The compiler has to create volumes called visleaves in the space between all the brushes, and then calculate which other visleaves are visible from each one. This can make a full VVIS compile take a long time.

The good news are that you can optimize this a lot, especially by telling the compiler to ignore certain brushes by turning them into func_details.
Dernière modification de Rectus; 19 mar à 4h37
Suck My Duck [FR] 19 mar à 5h06 
Just to be sure, displacements brushes can't be func_details right ?
Rectus 19 mar à 5h57 
Exactly, displacements can't be bound to any entity. Luckily they are already considered details, and are ignored in visibility calculations.
Suck My Duck [FR] 19 mar à 6h22 
Ok. Got it.
I'm still correcting coordinates problems... Keep you in touch
Suck My Duck [FR] 19 mar à 11h37 
UPDATE :

Still have the texture problem. But I believe it decreases.
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