Skylight shining through walls

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Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
glitchy screenshots followed by glitchless version screenshots

cp_morras_castle_b30000.jpg

cp_morras_castle_test0000.jpg



cp_morras_castle_b30001.jpg

cp_morras_castle_test0002.jpg



cp_morras_castle_b30002.jpg

cp_morras_castle_test0001.jpg




only related thread i could find said that it's because of 3d skybox, which is not the case here. this glitch seems to be caused by too many func_details, because when i delete some of them the lighting goes back to normal. so far i have fought off this glitch by making a ton of props and func_lods every time it appears, however there isn't much geometry that would look good as model left and i'm over 80% entdata. so i'd like to know if there's any other options to keep the lighting normal.
 
Last edited:

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
Is it shining through a displacement? The backside of a displacement doesn't block light.

Post your compile log.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
no, the light goes through world brushes. however, the ambient light is correct.

compile log with the glitch
materialPath: c:\program files\steam\steamapps\xsergis\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_b3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_morras_castle_b3/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/cp_morras_castle_b3/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/cp_morras_castle_b3/nature/blendgroundtograss007_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (2)
Find Visible Detail Sides...
Merged 4300 detail faces...done (9)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (9)
writing c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_b3.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 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 (5) (2454286 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 23087 texinfos to 11012
Reduced 96 texdatas to 87 (2633 bytes to 2308)
Writing c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_b3.bsp
1 minute, 4 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_b3.bsp
reading c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_b3.prt
1425 portalclusters
3837 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1391 visible clusters (0.00%)
Total clusters visible: 241627
Average clusters visible: 169
Building PAS...
Average clusters audible: 547
visdatasize:244706 compressed from 524400
writing c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_b3.bsp
2 minutes, 50 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_b3.bsp
29637 faces
34 degenerate faces
2713806 square feet [390788160.00 square inches]
736 Displacements
816830 Square Feet [117623656.00 Square Inches]
29603 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
361859 patches after subdivision
119 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 28332346, max 883
transfer lists: 216.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1268788, 763110, 282718)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(160977, 78021, 21517)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(31390, 12954, 2670)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(7175, 2634, 410)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1935, 647, 74)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(588, 183, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(193, 56, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(67, 18, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(24, 6, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(9, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.6362 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 359/1024 17232/49152 (35.1%)
brushes 6119/8192 73428/98304 (74.7%)
brushsides 53917/65536 431336/524288 (82.3%) VERY FULL!
planes 35312/65536 706240/1310720 (53.9%)
vertexes 47773/65536 573276/786432 (72.9%)
nodes 9864/65536 315648/2097152 (15.1%)
texinfos 11012/12288 792864/884736 (89.6%) VERY FULL!
texdata 87/2048 2784/65536 ( 4.2%)
dispinfos 736/0 129536/0 ( 0.0%)
disp_verts 19056/0 381120/0 ( 0.0%)
disp_tris 24704/0 49408/0 ( 0.0%)
disp_lmsamples 2667866/0 2667866/0 ( 0.0%)
faces 29637/65536 1659672/3670016 (45.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 22503/65536 1260168/3670016 (34.3%)
leaves 10224/65536 327168/2097152 (15.6%)
leaffaces 37315/65536 74630/131072 (56.9%)
leafbrushes 12495/65536 24990/131072 (19.1%)
areas 18/256 144/2048 ( 7.0%)
surfedges 231115/512000 924460/2048000 (45.1%)
edges 137987/256000 551948/1024000 (53.9%)
LDR worldlights 119/8192 10472/720896 ( 1.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2577/32768 25770/327680 ( 7.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 49959/65536 99918/131072 (76.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 119/512 41888/180224 (23.2%)
LDR lightdata [variable] 26197892/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 244706/16777216 ( 1.5%)
entdata [variable] 325544/393216 (82.8%) VERY FULL!
LDR ambient table 10224/65536 40896/262144 (15.6%)
HDR ambient table 10224/65536 40896/262144 (15.6%)
LDR leaf ambient 26273/65536 735644/1835008 (40.1%)
HDR leaf ambient 10224/65536 286272/1835008 (15.6%)
occluders 8/0 320/0 ( 0.0%)
occluder polygons 16/0 192/0 ( 0.0%)
occluder vert ind 84/0 336/0 ( 0.0%)
detail props [variable] 1/139356 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/90038 ( 0.0%)
pakfile [variable] 4113040/0 ( 0.0%)
physics [variable] 2454286/4194304 (58.5%)
physics terrain [variable] 132059/1048576 (12.6%)

Level flags = 1

Total triangle count: 81875
Writing c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_b3.bsp
23 minutes, 41 seconds elapsed

compile log without the glitch (i removed some func_details which were most suited for turning into a prop)

materialPath: c:\program files\steam\steamapps\xsergis\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_morras_castle_test/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/cp_morras_castle_test/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/cp_morras_castle_test/nature/blendgroundtograss007_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (2)
Find Visible Detail Sides...
Merged 3972 detail faces...done (10)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (9)
writing c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_test.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 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 (5) (2409542 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 22664 texinfos to 10619
Reduced 96 texdatas to 87 (2651 bytes to 2320)
Writing c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_test.bsp
58 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_test.bsp
reading c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_test.prt
1425 portalclusters
3837 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1391 visible clusters (0.00%)
Total clusters visible: 241627
Average clusters visible: 169
Building PAS...
Average clusters audible: 547
visdatasize:244706 compressed from 524400
writing c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_test.bsp
2 minutes, 38 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_test.bsp
28522 faces
34 degenerate faces
2706798 square feet [389778944.00 square inches]
736 Displacements
816830 Square Feet [117623656.00 Square Inches]
28488 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
357874 patches after subdivision
119 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 28476925, max 832
transfer lists: 217.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1266207, 761293, 281107)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(161466, 78238, 21494)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(31576, 13024, 2675)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(7218, 2646, 410)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1945, 649, 74)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(590, 183, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(193, 56, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(67, 18, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(24, 6, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(9, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<1.0903 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 353/1024 16944/49152 (34.5%)
brushes 6032/8192 72384/98304 (73.6%)
brushsides 53181/65536 425448/524288 (81.1%) VERY FULL!
planes 34952/65536 699040/1310720 (53.3%)
vertexes 45931/65536 551172/786432 (70.1%)
nodes 9263/65536 296416/2097152 (14.1%)
texinfos 10619/12288 764568/884736 (86.4%) VERY FULL!
texdata 87/2048 2784/65536 ( 4.2%)
dispinfos 736/0 129536/0 ( 0.0%)
disp_verts 19056/0 381120/0 ( 0.0%)
disp_tris 24704/0 49408/0 ( 0.0%)
disp_lmsamples 2667866/0 2667866/0 ( 0.0%)
faces 28522/65536 1597232/3670016 (43.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 21984/65536 1231104/3670016 (33.5%)
leaves 9617/65536 307744/2097152 (14.7%)
leaffaces 36029/65536 72058/131072 (55.0%)
leafbrushes 12094/65536 24188/131072 (18.5%)
areas 18/256 144/2048 ( 7.0%)
surfedges 223215/512000 892860/2048000 (43.6%)
edges 133653/256000 534612/1024000 (52.2%)
LDR worldlights 119/8192 10472/720896 ( 1.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2517/32768 25170/327680 ( 7.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48615/65536 97230/131072 (74.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 119/512 41888/180224 (23.2%)
LDR lightdata [variable] 26022520/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 244706/16777216 ( 1.5%)
entdata [variable] 324970/393216 (82.6%) VERY FULL!
LDR ambient table 9617/65536 38468/262144 (14.7%)
HDR ambient table 9617/65536 38468/262144 (14.7%)
LDR leaf ambient 25966/65536 727048/1835008 (39.6%)
HDR leaf ambient 9617/65536 269276/1835008 (14.7%)
occluders 8/0 320/0 ( 0.0%)
occluder polygons 16/0 192/0 ( 0.0%)
occluder vert ind 84/0 336/0 ( 0.0%)
detail props [variable] 1/139356 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/90038 ( 0.0%)
pakfile [variable] 4113086/0 ( 0.0%)
physics [variable] 2409542/4194304 (57.4%)
physics terrain [variable] 132059/1048576 (12.6%)

Level flags = 1

Total triangle count: 78381
Writing c:\program files\steam\steamapps\xsergis\sourcesdk_content\tf\mapsrc\cp_morras_castle_test.bsp
21 minutes, 47 seconds elapsed

edit: just ran both logs thru intelopers.net error search. both have same two errors - zero area child patch and sky_trainyard something
 
Last edited:

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
It's probably the zero area child patch, which makes sense since it doesn't always cause visual problems. This is typically cause by invalid solids, scrunched displacements, bad face normals, displacements inside of world brushes and other fraked up geometry.