I noticed that there are these small seams in seemingly all connecting walls. They become very clear once placing a directional light.
(Picture from Portal 2's sp_a1_intro2)
In this picture I made the light red so you can clearly see it shining through the seams. I'm not sure how to do this, but the faces could be extended by some small value. (Note: I know you can play around with the bias of the light and etc, but even setting it to the smallest value doesn't really fix it, and it would be way nicer if it could be fixed without messing around with those.)
I decided to import uSource into Unity 2019 LTS to port some maps from Gmod into it, and when I click on the loader window or use the loader script, the special thanks credits end up stacked on top of the settings to import the maps. I also have an issue where any material I try to give the lightmapped generic shader to turns pitch black. Is this a compatibility issue, or is it some other problem? I'd like to be able to use uSource with Unity 2019 since a game I play uses that build of the Unity engine.
I recently edited a map in hammer so all the static props are lightmapped, But USource does not seem to import the lightmaps on props? I looked through the code but i could not find a way to implement it myself.
I seem to encounter a bug that prevents me from loading Portal 2 maps, whenever the Load BSP button is pressed it throws a ObjectDisposedException. On portal 1 maps if i keep hitting the button it will eventually do it completely but this does not work for portal 2 bsps. heres the stacktrace: ObjectDisposedException: Cannot access a disposed object. Object name: 'Stream has been closed'. System.IO.FileStream.Seek (System.Int64 offset, System.IO.SeekOrigin origin) (at <695d1cc93cca45069c528c15c9fdd749>:0) uSource.Formats.Source.VBSP.VBSPFile.LoadStaticProps () (at Assets/Plugins/uSource/Formats/Source/VBSP/VBSPFile.cs:924) uSource.Formats.Source.VBSP.VBSPFile.Load (System.IO.Stream stream, System.String BSPName) (at Assets/Plugins/uSource/Formats/Source/VBSP/VBSPFile.cs:142) uSource.uResourceManager.LoadMap (System.String MapName) (at Assets/Plugins/uSource/uResourceManager.cs:287) uSource.uLoaderEditor.DrawGUI () (at Assets/Plugins/uSource/uLoader.cs:89) uSource.uLoaderWindow.OnGUI () (at Assets/Plugins/uSource/uLoader.cs:43)
I removed all the useless stuff from it to shorten it. At the time of the error the UnloadAll method had not been called so im confused as to whats causing it. Thanks :)
Trying to load any model causes this. It spikes in memory and then goes down to being idle but the task isn't responding but still using 30% of my CPU. Haven't even tried maps.