Hello,
I'm working on one of my maps, and it so happens that when I compiled it, the vrad or the vvis seems not doing their job. Instead, when I play my map in game, it renders everything fullbright. I checked my compiling log and there's no error what so ever. Not even a leak, so please don't say "It's a leak". I used the cordon tools and it seems like it works after cropping down to at least one half of my map. Beyond that point, it fails.
I went ahead and optimize my map to it's fullest extent, using hint/skip, areaportal, and func_details. I even cropped down my map and extended the remaining pieces to the skybox, and still nothing.
Here's the compiling log;
I asked a few friends of mine, and they told me to optimize it (Which I've done), use "mat_fullbright 0" (Which doesn't do any differences), and check the compiler error for leaks and whatnot (Which, as you can see above, there isn't any error).
I really need some assistance on trying to resolve the issue why my map is displaying fullbright.
I'm working on one of my maps, and it so happens that when I compiled it, the vrad or the vvis seems not doing their job. Instead, when I play my map in game, it renders everything fullbright. I checked my compiling log and there's no error what so ever. Not even a leak, so please don't say "It's a leak". I used the cordon tools and it seems like it works after cropping down to at least one half of my map. Beyond that point, it fails.
I went ahead and optimize my map to it's fullest extent, using hint/skip, areaportal, and func_details. I even cropped down my map and extended the remaining pieces to the skybox, and still nothing.
Here's the compiling log;
Code:
** Executing...
** Command: "d:\games\steam\steamapps\skibur\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\skibur\team fortress 2\tf" "C:\Users\Regretful\Dropbox\Public\mapsrc\map.vmf"
Valve Software - vbsp.exe (Aug 13 2012)
8 threads
materialPath: d:\games\steam\steamapps\skibur\team fortress 2\tf\materials
Loading C:\Users\Regretful\Dropbox\Public\mapsrc\map.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 108 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Regretful\Dropbox\Public\mapsrc\map.prt...Building visibility clusters...
done (0)
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) (180511 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 684 texinfos to 430
Reduced 59 texdatas to 49 (1432 bytes to 1039)
Writing C:\Users\Regretful\Dropbox\Public\mapsrc\map.bsp
1 second elapsed
** Executing...
** Command: "d:\games\steam\steamapps\skibur\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\games\steam\steamapps\skibur\team fortress 2\tf" "C:\Users\Regretful\Dropbox\Public\mapsrc\map"
Valve Software - vvis.exe (Aug 13 2012)
8 threads
reading c:\users\regretful\dropbox\public\mapsrc\map.bsp
reading c:\users\regretful\dropbox\public\mapsrc\map.prt
396 portalclusters
1055 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 (7)
Optimized: 381 visible clusters (0.54%)
Total clusters visible: 71129
Average clusters visible: 179
Building PAS...
Average clusters audible: 383
visdatasize:38906 compressed from 44352
writing c:\users\regretful\dropbox\public\mapsrc\map.bsp
7 seconds elapsed
** Executing...
** Command: "d:\games\steam\steamapps\skibur\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "d:\games\steam\steamapps\skibur\team fortress 2\tf" "C:\Users\Regretful\Dropbox\Public\mapsrc\map"
Valve Software - vrad.exe SSE (Aug 13 2012)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\regretful\dropbox\public\mapsrc\map.bsp
Setting up ray-trace acceleration structure... Done (0.39 seconds)
13769 faces
3 degenerate faces
1808993 square feet [260495008.00 square inches]
1 Displacements
1853 Square Feet [266836.25 Square Inches]
13766 patches before subdivision
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Regretful\Dropbox\Public\mapsrc\map.bsp" "d:\games\steam\steamapps\skibur\team fortress 2\tf\maps\map.bsp"
I asked a few friends of mine, and they told me to optimize it (Which I've done), use "mat_fullbright 0" (Which doesn't do any differences), and check the compiler error for leaks and whatnot (Which, as you can see above, there isn't any error).
I really need some assistance on trying to resolve the issue why my map is displaying fullbright.
SOLUTIONI figured it out the problem. I didn't realize it but some of the texture on the map had a lightscale map set to 1 instead of 16. I wanted to thank to Egan for asking about my lightmap texture.
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