HDR lighting not working

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eXuaL

L1: Registered
Mar 15, 2011
16
0
Hi guys, New to this site, but lets get to the point:
TF2,
Whenever i compile my map (in expert HDR fullcompile) my map is all lit up, brightened no shadows or whatsoever, now i have quite some lights and 1 or 2 light_environments in them with default HDR settings, so when i load it up in team fortress 2 i get this brightened eye hurting look, i know this has something to do with mat_fullbright , tried to turn that off, but it stays enabled, is there any way i can force it off, or fix my problem?

regards,

eXuaL

P.S. i do have a env_tonemap_controller and a logic auto with setautoexposuremax etc.

compile:


** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\mattieking\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 604 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01_hdr weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01_hdr to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01_hdr weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01_hdr 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 (1) (507237 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 2627 texinfos to 1865
Reduced 141 texdatas to 124 (4647 bytes to 3992)
Writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
9 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt
2446 portalclusters
7878 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (961)
Optimized: 9852 visible clusters (0.00%)
Total clusters visible: 765878
Average clusters visible: 313
Building PAS...
Average clusters audible: 1812
visdatasize:1037657 compressed from 1526304
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
16 minutes, 5 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -final -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

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

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

Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
Setting up ray-trace acceleration structure... Done (5.36 seconds)
22210 faces
11 degenerate faces
1344345 square feet [193585712.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
22199 patches before subdivision

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp" "c:\program files\steam\steamapps\mattieking\team fortress 2\tf\maps\new_trade.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\team fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" +map "new_trade"
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You've not explained yourself very well but it sounds like vrad didn't work. Your map didn't complete the light calculations. Your vrad log should look something like this:

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

Loading c:\program files (x86)\steam\steamapps\ctf_sabotage_b2e.bsp
7788 faces
1206460 square feet [173730272.00 square inches]
180 Displacements
98764 Square Feet [14222037.00 Square Inches]
7788 patches before subdivision
165194 patches after subdivision
[color=yellow]220 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17371501, max 769
transfer lists: 132.5 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(1231930, 901929, 804903)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(272814, 180632, 139096)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(80408, 50007, 34266)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(29194, 17237, 10599)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(12360, 6838, 3761)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(5763, 2941, 1438)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(2842, 1322, 573)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(1446, 609, 234)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(749, 284, 96)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(391, 134, 40)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(206, 63, 17)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(108, 30, 7)
0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(57, 14, 3)
0...1...2...3...4...5...6...7...8...9...10	Bounce #14 added RGB(30, 7, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #15 added RGB(16, 3, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #16 added RGB(8, 2, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #17 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #18 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #19 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0575 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
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  84/1024         4032/49152    ( 8.2%) 
brushes               2177/8192        26124/98304    (26.6%) 
brushsides           14287/65536      114296/524288   (21.8%) 
planes                4288/65536       85760/1310720  ( 6.5%) 
vertexes             14465/65536      173580/786432   (22.1%) 
nodes                 3377/65536      108064/2097152  ( 5.2%) 
texinfos              2552/12288      183744/884736   (20.8%) 
texdata                194/2048         6208/65536    ( 9.5%) 
dispinfos              180/0           31680/0        ( 0.0%) 
disp_verts            5172/0          103440/0        ( 0.0%) 
disp_tris             6912/0           13824/0        ( 0.0%) 
disp_lmsamples      347748/0          347748/0        ( 0.0%) 
faces                 7788/65536      436128/3670016  (11.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5350/65536      299600/3670016  ( 8.2%) 
leaves                3462/65536      110784/2097152  ( 5.3%) 
leaffaces             9717/65536       19434/131072   (14.8%) 
leafbrushes           4556/65536        9112/131072   ( 7.0%) 
areas                   19/256           152/2048     ( 7.4%) 
surfedges            60323/512000     241292/2048000  (11.8%) 
edges                39823/256000     159292/1024000  (15.6%) 
LDR worldlights        220/8192        19360/720896   ( 2.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            882/32768        8820/327680   ( 2.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         18222/65536       36444/131072   (27.8%) 
cubemapsamples          68/1024         1088/16384    ( 6.6%) 
overlays               185/512         65120/180224   (36.1%) 
LDR lightdata         [variable]     5936912/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      200057/16777216 ( 1.2%) 
entdata               [variable]      129730/393216   (33.0%) 
LDR ambient table     3462/65536       13848/262144   ( 5.3%) 
HDR ambient table     3462/65536       13848/262144   ( 5.3%) 
LDR leaf ambient     14294/65536      400232/1835008  (21.8%) 
HDR leaf ambient      3462/65536       96936/1835008  ( 5.3%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/97912    ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/81318    ( 0.0%) 
pakfile               [variable]     7193473/0        ( 0.0%) 
physics               [variable]      778178/4194304  (18.6%) 
physics terrain       [variable]       20644/1048576  ( 2.0%) 

Level flags = 0

Total triangle count: 23267
Writing c:\program files (x86)\steam\steamapps\ctf_sabotage_b2e.bsp
59 seconds elapsed



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

Loading c:\program files (x86)\steam\steamapps\ctf_sabotage_b2e.bsp
7788 faces
1206460 square feet [173730272.00 square inches]
180 Displacements
98764 Square Feet [14222037.00 Square Inches]
7788 patches before subdivision
165194 patches after subdivision
220 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17371501, max 769
transfer lists: 132.5 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(1226903, 897493, 801010)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(271385, 179439, 138117)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(80018, 49701, 34031)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(29086, 17157, 10542)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(12330, 6817, 3746)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(5754, 2935, 1435)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(2840, 1321, 572)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(1445, 609, 233)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(748, 284, 96)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(391, 134, 40)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(206, 63, 17)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(108, 30, 7)
0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(57, 14, 3)
0...1...2...3...4...5...6...7...8...9...10	Bounce #14 added RGB(30, 7, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #15 added RGB(16, 3, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #16 added RGB(8, 2, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #17 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #18 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #19 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0611 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
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  84/1024         4032/49152    ( 8.2%) 
brushes               2177/8192        26124/98304    (26.6%) 
brushsides           14287/65536      114296/524288   (21.8%) 
planes                4288/65536       85760/1310720  ( 6.5%) 
vertexes             14465/65536      173580/786432   (22.1%) 
nodes                 3377/65536      108064/2097152  ( 5.2%) 
texinfos              2552/12288      183744/884736   (20.8%) 
texdata                194/2048         6208/65536    ( 9.5%) 
dispinfos              180/0           31680/0        ( 0.0%) 
disp_verts            5172/0          103440/0        ( 0.0%) 
disp_tris             6912/0           13824/0        ( 0.0%) 
disp_lmsamples      347748/0          347748/0        ( 0.0%) 
faces                 7788/65536      436128/3670016  (11.9%) 
hdr faces             7788/65536      436128/3670016  (11.9%) 
origfaces             5350/65536      299600/3670016  ( 8.2%) 
leaves                3462/65536      110784/2097152  ( 5.3%) 
leaffaces             9717/65536       19434/131072   (14.8%) 
leafbrushes           4556/65536        9112/131072   ( 7.0%) 
areas                   19/256           152/2048     ( 7.4%) 
surfedges            60323/512000     241292/2048000  (11.8%) 
edges                39823/256000     159292/1024000  (15.6%) 
LDR worldlights        220/8192        19360/720896   ( 2.7%) 
HDR worldlights        220/8192        19360/720896   ( 2.7%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            882/32768        8820/327680   ( 2.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         18222/65536       36444/131072   (27.8%) 
cubemapsamples          68/1024         1088/16384    ( 6.6%) 
overlays               185/512         65120/180224   (36.1%) 
LDR lightdata         [variable]     5936912/0        ( 0.0%) 
HDR lightdata         [variable]     5936912/0        ( 0.0%) 
visdata               [variable]      200057/16777216 ( 1.2%) 
entdata               [variable]      129730/393216   (33.0%) 
LDR ambient table     3462/65536       13848/262144   ( 5.3%) 
HDR ambient table     3462/65536       13848/262144   ( 5.3%) 
LDR leaf ambient     14294/65536      400232/1835008  (21.8%) 
HDR leaf ambient     14293/65536      400204/1835008  (21.8%) 
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]           1/97912    ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/81318    ( 0.0%) 
pakfile               [variable]     7193473/0        ( 0.0%) 
physics               [variable]      778178/4194304  (18.6%) 
physics terrain       [variable]       20644/1048576  ( 2.0%) 

Level flags = 0

Total triangle count: 23267
Writing c:\program files (x86)\steam\steamapps\ctf_sabotage_b2e.bsp
1 minute, 0 seconds elapsed[/color]

I've marked in yellow what is missing from your log and it doesn't look like you had any lights in your map at all, or the fact that you have multiple light_environments is causing conflicts in the vrad process. I'm not sure, i wouldn't have expected it to crash like this, just use the first environment light placed and ignore the others. Either way, notice the 2 areas of the log that repeat with #20 light bounces. The first light bounce calculation is LDR and the second is HDR.
You have neither and probably explains why your map is fullbright.

Fullbright is a symptom of no light sources in your map, you cannot turn off mat_fullbright because it is already off. Fullbright occurs when there are no lights in your map or vrad didn't complete. For example if you want to test just your map's geometry you can volounterily skip vrad and test in fullbright as it is quicker.

Either your map has leaked and vrad broke, or you have too many light_environments (you should only have 1), or you havn't used the skybox texture so that the light_environment can illuminate your map in the first place. Light is not cast directly from the light_environment entity it is cast from the skybox texture when it is applied to a brush (block of geometry).
 
Last edited:

eXuaL

L1: Registered
Mar 15, 2011
16
0
Hey Grazr

1st: thanks for the quick reply with much information,

If im right there was only 1 light_environment (double checked), and i have over 40 lights, not sure, but i placed alot,
(is there a way to view that? like a entity counter on filter lights?)

i've surely checked on, VRAD, and surely its in my HDR full compile command execute, so it has to be broken down, i mean i even runned HDR fullcompile -final
Now if it has to do something with the skybox (im using sky_Dustbowl_01_hdr)what could that be? i've checked leaks, made a new box and hollowed it out to -32

If you know anything more please reply!

many thanks,

eXuaL
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I'd just say try running it not in expert mode, just to see where that gets you.

You can use "entity report" from your menu tab to get a list of all the entities in your map.

You need to have:
L4d_hammer_skybox_02.jpg


To emit light outside, this is what your light_environment uses to cast light.

You may know this much already but since you havn't provided a screenshot of your predicament i can only hazard guesses.

When running it in normal mode make sure you have the HDR box checked.

-final really isn't that important unless you are releasing a RC map, RC = Release Candidate (aka ctf_2fort_rc1, or ctf_badlands_rc3) IE a version of your final release.
 
Last edited:

eXuaL

L1: Registered
Mar 15, 2011
16
0
Hey!

alright, so im now going to try three things

1. I was indeed using the tools/sskybox texture,
And about the _hdr, i've seen this in a few tutorials on youtube and that seemed to work so ill be using standard Skybox settings : sky_dustbowl_01 to try if this works
2. I have indeed found a new leak, i found a model in a innapropiate spot (in block)
3. compiling normal mode, HDR checked

Ill let you guys know in a few hours!

many thanks again!,

eXuaL
 

tyler

aa
Sep 11, 2013
5,102
4,621
Judging from the amount of times I have seen people mock YouTube tutorials, I wouldn't trust them. I've never seen it either. Could be a custom skybox.
 

eXuaL

L1: Registered
Mar 15, 2011
16
0
Hey!

alright, so im now going to try three things

1. I was indeed using the tools/sskybox texture,
And about the _hdr, i've seen this in a few tutorials on youtube and that seemed to work so ill be using standard Skybox settings : sky_dustbowl_01 to try if this works
2. I have indeed found a new leak, i found a model in a innapropiate spot (in block)
3. compiling normal mode, HDR checked

Ill let you guys know in a few hours!

many thanks again!,

eXuaL

Alright, i tried it, all no succes
it must be something else, someone have any idea's?

eXuaL
 

eXuaL

L1: Registered
Mar 15, 2011
16
0
ok ill run another compile, and make some screenies (35min for compile) and 10min for screenz
 

eXuaL

L1: Registered
Mar 15, 2011
16
0
hi again,
i tried running a compile,
1st time hammer crashed
2nd time it has put up with a strange compile log and DEFINATLY a strange map, nothing was rendered walls were missing etc, couldnt make any decent screenshot of the map

Compile:


** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\mattieking\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 604 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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
Overlay touching too many faces (touching 70, max 64)
Overlay overlays/logo_blue_white at 1085.9 177.0 -2.0

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt
3171 portalclusters
10307 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2584)
Optimized: 18551 visible clusters (0.00%)
Total clusters visible: 1186956
Average clusters visible: 374
Building PAS...
Average clusters audible: 2337
visdatasize:1673137 compressed from 2536800
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
43 minutes, 12 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

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

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

Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
Setting up ray-trace acceleration structure... Done (6.11 seconds)
23731 faces
11 degenerate faces
1392388 square feet [200504000.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
23720 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp" "c:\program files\steam\steamapps\mattieking\team fortress 2\tf\maps\new_trade.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\mattieking\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 604 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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
Overlay touching too many faces (touching 70, max 64)
Overlay overlays/logo_blue_white at 1085.9 177.0 -2.0


Why stop here and do it twice?
whats wrong?

eXuaL
 

ardysqrrl

L4: Comfortable Member
Oct 26, 2009
173
159
Overlay touching too many faces (touching 70, max 64)
Overlay overlays/logo_blue_white at 1085.9 177.0 -2.0

that is a fatal error. Fix that overlay.
 

eXuaL

L1: Registered
Mar 15, 2011
16
0
hi again,

Ok so i removed those overlays and compiled a again, back to squares, still no changes in lighting

Schreenshots:

http://steamcommunity.com/id/exual/screenshots/

My new compile:


** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\mattieking\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 604 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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 (1) (622501 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 3878 texinfos to 2583
Reduced 211 texdatas to 186 (7713 bytes to 6737)
Writing C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
12 seconds elapsed

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

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt
3178 portalclusters
10306 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2578)
Optimized: 18610 visible clusters (0.00%)
Total clusters visible: 1188342
Average clusters visible: 373
Building PAS...
Average clusters audible: 2334
visdatasize:1677987 compressed from 2542400
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
43 minutes, 5 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

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

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

Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
Setting up ray-trace acceleration structure... Done (6.22 seconds)
24130 faces
11 degenerate faces
1398108 square feet [201327552.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
24119 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp" "c:\program files\steam\steamapps\mattieking\team fortress 2\tf\maps\new_trade.bsp"

hopefully anyone finds mistake,

I'm back on this tomorow
Regards,

eXuaL
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Well, you got through vbsp that time so you got rid of the last problem.

Vvis looks suspicious to me.

3178 portalclusters
10306 numportals

I have a 5 cap point map that I'm working on, the middle is VERY detailed and I'm at 900 clusters and 2000 numportals. It might not be the largest map but it's pretty close to standard size.

So I'm thinking you probably have a LOT of brushes in your map that can be func_detailed. Anything that isn't a major wall, or seals to void can be func_detailed. That'll bring that count WAY down. Your map will run much better with far fewer leafs.

all the details like the sniper screens, the red/blu trims (cross on wall), beams in skylight, glass windows). that all needs func_detailed. Be sure to put nodraw on all unseen faces of those brushes and func_details don't get culled like worldspawn during compile.

this MIGHT also be leading to an error in lighting (but I'm not completely sure)
-----
Vrad is starting, but it is not finishing.

zero area child patch
zero area child patch
zero area child patch
zero area child patch

that is probably the problem.
http://forums.tf2maps.net/showthread.php?t=8474
http://forums.tf2maps.net/showthread.php?t=5671

it seems lightmaps may be an issue.
1- did you change scale of lightmaps in the texture browser?
2- you may have too many faces being baked??? -If you have too many detailing brushes left as worldspawn you will be cutting all the world brushes up into too many tris. See above notes about func_detailing.
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
So that's 2578 portals? As in 2578 places where visleaves meet up? Because yeah... that's... too many.
 

Harpo_53

L2: Junior Member
Apr 24, 2010
66
3
So that's 2578 portals? As in 2578 places where visleaves meet up? Because yeah... that's... too many.

No, that's seconds. That's how long VVIS took to compile. Dev maps take 5 seconds or less. I've never seen a fully mature map take more than 60.
 

eXuaL

L1: Registered
Mar 15, 2011
16
0
Hey guys,

Thanks for all the information, will try out when i get back from school.
I found out i had the walls in WHOLE spawn set to lightmapscale 1!!, turn that up to 8 in combination of func_detailing and the compile will go alot faster indeed.

this func detailing is actually making a few brushes in one big brush if im right?, so select a few or more brushes and make them func_detail?
If thats so ill be on that, scaling lightmaps down and look if that works

Regards,

eXuaL
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
use a lightmap scale of 16 until you've developed your map more. 16 is default, so you must have copied the texture from another map with a scale of 1 or accidently used the lightmap scale when you were trying to modify something else in the texture window.

func_detail isn't for combining brushes it tells vvis to ignore that brush so that it doesn't cut into the empty volume within the world. The empty space in the world is divided into small volumes and when a player occupies one of these volumes (a visleaf) the faces of these volumes (visportal) dictate what is rendered. If you have too many of these visleaf's, for instance around complicated geometry many tiny visleaf's may get created, this can cause issues such as extremely long compile times, and poor ingame performance. The reason your compile is failing is because the math involved in calculating what brush faces are seen from what visleafs/visportals is too much for either your computer to handle memory wise, or beyond the Source engines limitations.

You need to drastically reduce the number of visleafs in your map.

pt.jpg


As you can see in this image i have loaded the portal file. This is found next to your pointfil on the menu tab. It loads up your visleaf's when the compile log has finished computing them. This may be a bit far for you because if your compile log is failing because of vvis, vvis may not have finished computing a portalfile for you. Either way you need to learn this.

The blue lines in these camera views are coming off in all sorts of angles, this is bad. by turning the metal plate in the top right camera view, or the wooden sign in the top left camera view into a func_detail, vvis will ignore that object in the compile process and it will not cut into the empty volume and subsequently reduce the number of visleaf's created. Reducing file size and decreasing compile time.
 
Last edited:

eXuaL

L1: Registered
Mar 15, 2011
16
0
ok so i did some things and im going not that well, my compile just crashes i have now:


** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\mattieking\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) func_detail entity - not supported (entity 1236, brush 25)


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

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt


** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

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

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

Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
Setting up ray-trace acceleration structure... Done (6.27 seconds)
24130 faces
11 degenerate faces
1398108 square feet [201327552.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
24119 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp" "c:\program files\steam\steamapps\mattieking\team fortress 2\tf\maps\new_trade.bsp"

i can see here i have mistake
Error: displacement found on a(n) func_detail entity - not supported (entity 1236, brush 25)
but i can't seem to find it, other fixes i've done is set spawnroom walls to 16 lightmap scale

IF anyone is intrested in the .vmf to take a look send me a PM or add me on steam : Mattieking
thanks!

eXuaL