Light messes up =(

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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Recompile. You've either fixed the leak or deleted the pointfile somehow.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
You need a water_lod_control, and your lights are probably fine; you just need more of them.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Water can go weird without a leak if you have two different heights of water that can even possibly be viewed at the same time by a single player.

Make sure the top surface of every bit of water on your level is at exactly the same height, even little "puddles". (There are workarounds if that conflicts with your artistic vision, but it's a complex-enough topic that I'd just generally advise you not to do it.)

Also make sure all your water brushes have a water-texture only on the top. All sides and bottoms should be textured in nodraw.
 
Last edited:

Mr Egg

L1: Registered
Apr 29, 2010
31
6
All my water ponds are of the same height...

Also all my water brushes are water-textured only on the top, with nodraw on the other sides. And I do have a water_lod_control.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
And the brush is fully boxed in by solid brushes (i.e. not counting func_details or displacements)? I think that's also required.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
And the brush is fully boxed in by solid brushes (i.e. not counting func_details or displacements)? I think that's also required.

I don't know about that one. Whether or not you can have "gaps" between the water and the walls, AFAIK it is perfectly legal to have water overlapping (or even going past) the walls which hold it in.
 

Mr Egg

L1: Registered
Apr 29, 2010
31
6
Well i've got some water that go through some walls, but I had it for a long time and it did work before. Weird ! =(

And the lights are still weird : when I view the map with lighting simulation, it shows a map that's very dark with points of light where I put the entities, but when I run the map it's fully bright, with no difference where there is and where there is not lights.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Unless they improved it recently, the lighting simulation in Hammer leaves a lot to be desired and I generally would not use it. (Instead, I would use the cordon tool to make quick test compiles and look at them in-game.)

If it appears fullbright (flat and uniformly bright everywhere no matter what) then are you sure you have VRAD set to run when compiling?
 

Mr Egg

L1: Registered
Apr 29, 2010
31
6
Edit : actually it's fine now.

Oops I'm so confused... Both problems were coming from the fact that I didn't run the map with RAD on ^^'
Sorry about that, and thanks for all the advices ! =)
 
Last edited:

Mr Egg

L1: Registered
Apr 29, 2010
31
6
Hmm well it seems I've got another leak I can't figure out... It litteraly goes through solid brushes. It goes from a prop to the void, but it doesn't even go between two brushes, it goes through it ! In the middle of it ! It's not a problem of prop center not being in it's right position, I checked out. I've seen nothing in the compile log, it's really weird. (and this time it's a proper pointfile i'm usig, I promise =P)
 

Mr Egg

L1: Registered
Apr 29, 2010
31
6
I really don't know what's happening. I tried putting another layer of brushes where the pointfil went into the void, but the point just changed to go through another brush...
See:
28lcpz5.jpg

(the pointfile goes out of the brush where the arrow points)

Here's the compile log :
** Executing...
** Command: "e:\steam\steamapps\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\team fortress 2\tf" "C:\Users\\Hammer\Maps\ctf_orangetruck.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: e:\steam\steamapps\nofail\team fortress 2\tf\materials
Loading C:\Users\Toshiba\Desktop\Hammer\Maps\ctf_orangetruck.vmf
Patching WVT material: maps/ctf_orangetruck/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)
**** leaked ****
Entity prop_static (-951.00 -318.00 -439.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 10 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (203643 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 332 texinfos to 266
Reduced 16 texdatas to 10 (527 bytes to 259)
Writing C:\Users\\Hammer\Maps\ctf_orangetruck.bsp
2 seconds elapsed

** Executing...
** Command: "e:\steam\steamapps\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\team fortress 2\tf" "C:\Users\Hammer\Maps\ctf_orangetruck"

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\users\\hammer\maps\ctf_orangetruck.bsp
reading c:\users\\hammer\maps\ctf_orangetruck.prt
LoadPortals: couldn't read c:\users\\hammer\maps\ctf_orangetruck.prt


** Executing...
** Command: ""
** Parameters: -game ""

Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading *map destination*
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.79 seconds)
4865 faces
6 degenerate faces
437807 square feet [63044280.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.0297 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (11)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 534/8192 6408/98304 ( 6.5%)
brushsides 4054/65536 32432/524288 ( 6.2%)
planes 2998/65536 59960/1310720 ( 4.6%)
vertexes 7569/65536 90828/786432 (11.5%)
nodes 2959/65536 94688/2097152 ( 4.5%)
texinfos 266/12288 19152/884736 ( 2.2%)
texdata 10/2048 320/65536 ( 0.5%)
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 4865/65536 272440/3670016 ( 7.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2312/65536 129472/3670016 ( 3.5%)
leaves 2967/65536 94944/2097152 ( 4.5%)
leaffaces 6579/65536 13158/131072 (10.0%)
leafbrushes 2474/65536 4948/131072 ( 3.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 33260/512000 133040/2048000 ( 6.5%)
edges 17866/256000 71464/1024000 ( 7.0%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 525/32768 5250/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9660/65536 19320/131072 (14.7%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 3/512 1056/180224 ( 0.6%)
LDR lightdata [variable] 1445116/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 10114/393216 ( 2.6%)
LDR ambient table 2967/65536 11868/262144 ( 4.5%)
HDR ambient table 2967/65536 11868/262144 ( 4.5%)
LDR leaf ambient 7387/65536 206836/1835008 (11.3%)
HDR leaf ambient 2967/65536 83076/1835008 ( 4.5%)
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] 1/1860 ( 0.1%)
pakfile [variable] 1586067/0 ( 0.0%)
physics [variable] 203643/4194304 ( 4.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 14276
Writing *map destination*
20 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "*map destination*" "*again*"
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
The brushes you're trying to seal your map with are likely not world brushes and thus are not suitable for sealing your map. For some reason or another they've probably been changed to func_details or something.

1. Get rid of that extra layer of brushes you created and go back to the original layer.
2. Select the brushes you're trying to seal your map with and then click the "to world" button.

Hopefully following those steps should stop the leaks that are going right through your geometry.
 

Mr Egg

L1: Registered
Apr 29, 2010
31
6
Ookay !

*note to self ! Func_detail brushed CAN'T be used to seal maps*

Thanks, Tom !