Lighting help

blackhydra866

L1: Registered
Apr 20, 2010
7
0
How my lighting looks in hammer:

8GQ9p.png


How it looks in-game:

i3noN.png


It's just a light_spot and a point_spotlight what am I doing wrong? Lights are at default settings as well.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
If the lights are entirely inside your models, they won't show properly. Move them away from their light sources.
 

blackhydra866

L1: Registered
Apr 20, 2010
7
0
Still having issues, even after patching up the leaks.

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\thejanitor866\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.vmf"

Valve Software - vbsp.exe (Jun  8 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\thejanitor866\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/jump_clockwork_b2/brick/blendcobbletocobblesnow001_wvt_patch
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 C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
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) (145592 bytes)
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 445 texinfos to 229
Reduced 34 texdatas to 25 (1296 bytes to 906)
Writing C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\thejanitor866\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2"

Valve Software - vvis.exe (Jun  8 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp
reading c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.prt
 471 portalclusters
1242 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 (2)
Optimized: 67 visible clusters (0.00%)
Total clusters visible: 45096
Average clusters visible: 95
Building PAS...
Average clusters audible: 285
visdatasize:36408  compressed from 60288
writing c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\thejanitor866\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2"

Valve Software - vrad.exe SSE (Jun  8 2010)

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

Loading c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp
Setting up ray-trace acceleration structure... Done (0.22 seconds)
2310 faces
2 degenerate faces
574718 square feet [82759504.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2308 patches before subdivision
44792 patches after subdivision
92 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 8716023, max 1362
transfer lists:  66.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(124489, 109321, 103627)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(17548, 13987, 12324)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(2814, 2015, 1631)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(444, 289, 215)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(75, 44, 30)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(13, 7, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0384 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 (3)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  10/1024          480/49152    ( 1.0%) 
brushes                371/8192         4452/98304    ( 4.5%) 
brushsides            2314/65536       18512/524288   ( 3.5%) 
planes                1366/65536       27320/1310720  ( 2.1%) 
vertexes              3374/65536       40488/786432   ( 5.1%) 
nodes                 1014/65536       32448/2097152  ( 1.5%) 
texinfos               229/12288       16488/884736   ( 1.9%) 
texdata                 25/2048          800/65536    ( 1.2%) 
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                 2310/65536      129360/3670016  ( 3.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1217/65536       68152/3670016  ( 1.9%) 
leaves                1025/65536       32800/2097152  ( 1.6%) 
leaffaces             2504/65536        5008/131072   ( 3.8%) 
leafbrushes            638/65536        1276/131072   ( 1.0%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            15789/512000      63156/2048000  ( 3.1%) 
edges                 8953/256000      35812/1024000  ( 3.5%) 
LDR worldlights         92/8192         8096/720896   ( 1.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            141/32768        1410/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2973/65536        5946/131072   ( 4.5%) 
cubemapsamples           4/1024           64/16384    ( 0.4%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3991980/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       36408/16777216 ( 0.2%) 
entdata               [variable]       21734/393216   ( 5.5%) 
LDR ambient table     1025/65536        4100/262144   ( 1.6%) 
HDR ambient table     1025/65536        4100/262144   ( 1.6%) 
LDR leaf ambient      1627/65536       45556/1835008  ( 2.5%) 
HDR leaf ambient      1025/65536       28700/1835008  ( 1.6%) 
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]           1/466      ( 0.2%) 
pakfile               [variable]        5638/0        ( 0.0%) 
physics               [variable]      145592/4194304  ( 3.5%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 6227
Writing c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp
23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp" "c:\program files (x86)\steam\steamapps\thejanitor866\team fortress 2\tf\maps\jump_clockwork_b2.bsp"

0qa06.png


When I stand under the areas it does look like it's lighting me but it's still completely black in the room.

EDIT: Oops, didn't refresh the thread to see your post. I'll try to change up the location in the model.
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
just make sure you got a good brightness level like around ~500 and pull them away from the models a light within a model or brush wont do anything