All brushes refuse to be lit

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Sel

Banned
Feb 18, 2009
1,239
2,570
** Executing...
** Command: "b:\program files (x86)\steam\steamapps\selentic\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "b:\program files (x86)\steam\steamapps\selentic\team fortress 2\tf" "B:\Program Files (x86)\Steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: b:\program files (x86)\steam\steamapps\selentic\team fortress 2\tf\materials
Loading B:\Program Files (x86)\Steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3.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 (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 (1)
Find Visible Detail Sides...
Merged 1262 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing B:\Program Files (x86)\Steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_hurricane_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_hurricane_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_hurricane_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_hurricane_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 (1) (762127 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1816 texinfos to 1234
Reduced 204 texdatas to 187 (7151 bytes to 6447)
Writing B:\Program Files (x86)\Steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3.bsp
6 seconds elapsed

** Executing...
** Command: "b:\program files (x86)\steam\steamapps\selentic\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "b:\program files (x86)\steam\steamapps\selentic\team fortress 2\tf" -fast "B:\Program Files (x86)\Steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3"

Valve Software - vvis.exe (Oct 31 2012)
fastvis = true
4 threads
reading b:\program files (x86)\steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3.bsp
reading b:\program files (x86)\steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3.prt
2100 portalclusters
5280 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 154966 visible clusters (4.50%)
Total clusters visible: 3445460
Average clusters visible: 1640
Building PAS...
Average clusters audible: 2098
visdatasize:1100510 compressed from 1108800
writing b:\program files (x86)\steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3.bsp
2 seconds elapsed

** Executing...
** Command: "b:\program files (x86)\steam\steamapps\selentic\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "b:\program files (x86)\steam\steamapps\selentic\team fortress 2\tf" "B:\Program Files (x86)\Steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3"

Valve Software - vrad.exe SSE (Oct 31 2012)

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

Loading b:\program files (x86)\steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3.bsp
Setting up ray-trace acceleration structure... Done (2.53 seconds)
8067 faces
4 degenerate faces
17696474 square feet [2548292352.00 square inches]
4 Displacements
1787 Square Feet [257468.88 Square Inches]
8063 patches before subdivision
110461 patches after subdivision
143 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (22)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (46)
transfers 9891137, max 581
transfer lists: 75.5 megs
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Build Patch/Sample Hash Table(s).....Done<0.0377 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
74 of 111 (66% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (57)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 85/1024 4080/49152 ( 8.3%)
brushes 2122/8192 25464/98304 (25.9%)
brushsides 14010/65536 112080/524288 (21.4%)
planes 4748/65536 94960/1310720 ( 7.2%)
vertexes 15362/65536 184344/786432 (23.4%)
nodes 5916/65536 189312/2097152 ( 9.0%)
texinfos 1234/12288 88848/884736 (10.0%)
texdata 187/2048 5984/65536 ( 9.1%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 100/0 2000/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 5472/0 5472/0 ( 0.0%)
faces 8067/65536 451752/3670016 (12.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4515/65536 252840/3670016 ( 6.9%)
leaves 6002/65536 192064/2097152 ( 9.2%)
leaffaces 9598/65536 19196/131072 (14.6%)
leafbrushes 6123/65536 12246/131072 ( 9.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 56986/512000 227944/2048000 (11.1%)
edges 36981/256000 147924/1024000 (14.4%)
LDR worldlights 143/8192 12584/720896 ( 1.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 1074/32768 10740/327680 ( 3.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 20910/65536 41820/131072 (31.9%)
cubemapsamples 60/1024 960/16384 ( 5.9%)
overlays 73/512 25696/180224 (14.3%)
LDR lightdata [variable] 3642764/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1100510/16777216 ( 6.6%)
entdata [variable] 104667/393216 (26.6%)
LDR ambient table 6002/65536 24008/262144 ( 9.2%)
HDR ambient table 6002/65536 24008/262144 ( 9.2%)
LDR leaf ambient 3866/65536 108248/1835008 ( 5.9%)
HDR leaf ambient 6002/65536 168056/1835008 ( 9.2%)
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] 1/54280 ( 0.0%)
pakfile [variable] 26723/0 ( 0.0%)
physics [variable] 762127/4194304 (18.2%)
physics terrain [variable] 634/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 22863
Writing b:\program files (x86)\steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3.bsp
2 minutes, 44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "B:\Program Files (x86)\Steam\steamapps\selentic\sourcesdk_content\tf\mapsrc\uppercrust\cp_harbour_a13dev3.bsp" "b:\program files (x86)\steam\steamapps\selentic\team fortress 2\tf\maps\cp_harbour_a13dev3.bsp"

Bolded the parts that look relevant to me.

No idea what I did, considering the only changes I made was throw around some vents and brushes, and clone some lights, but suddenly VRAD makes the entire map black, meanwhile fast VRAD appears to work normally.

I've tried removing the changes, but nothing works, and the map looks like this now.

fuckyousource.jpg


the fuck happened, help me tf2m hotline
 

Arne

L3: Member
Nov 22, 2012
114
55
Try with the '-final'. It may take a bit time but I think it's worth it.

Also look at the portals... These numbers look way too much for me.

Btw. High numbers of light bounces are normal since you got alots of lights.
But these negative RGB's seems to a part of the problem.

Why not try to convert some of the detail brushes to func_detail?
 
Last edited:

Sel

Banned
Feb 18, 2009
1,239
2,570
Also look at the portals... These numbers look way too much for me.

Probably caused by fast vis

Btw. High numbers of light bounces are normal since you got alots of lights.
But these negative RGB's seems to a part of the problem.

They're not normal, the previous builds had 15 light bounces, then suddenly it started doing 100 with negative light.

Why not try to convert some of the detail brushes to func_detail?

Almost everything that should be func_detailed is func_detailed.
 

Arne

L3: Member
Nov 22, 2012
114
55
Hmmm... I don't know what's causing problems like that.

But try everything on 'normal' with -final in the addtional parameters.
 

tyler

aa
Sep 11, 2013
5,102
4,621
One time this happened to me and it was because I put some lights in a brush on accident. Another time, restarting steam fixed it. What does Interlopers say?

Running - final won't change anything.
 
Last edited by a moderator:

Sel

Banned
Feb 18, 2009
1,239
2,570
One time this happened to me and it was because I put some lights in a brush on accident.

the culprit, the bottom of this brush was touching the floor, makes perfect sense that would then cause all the light to be sucked out of the map!

whatthefuck.jpg
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
What Booj said, i got this problem once and it was because i had a high value grid (4 or 8) lightmap scale on a texlight. Each luxel (lightmap square) counts towards your light limit. You might have just inadvertantly brought your light count under the limit by reducing its (the face in question) size. So double check its lightmap scale.

Unless i'm translating it wrong and it has nothing to do with the limit, but just a density issue like Booj suggested first.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Do we know exactly what Valve updated in the SDK? Because I've been having the same problem and while searching the internet for answer, I noticed that in all the compile logs posted, the top of the vrad section has changed:
Code:
Valve Software - vrad.exe SSE (Oct 31 2012)
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
I'm having this problem with ventus. I have very few lights, and no texlights. Nothing is wrong in the compile log. I'm very confused :(