Lighting not working

exile_badfps

L1: Registered
Dec 25, 2013
1
0
I just started getting this problem today and my lighting used to work fine before, so im not sure whats causing it other than the zero child area patch, but I have no idea how to fix that.

Heres a compile log

Code:
** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Me\Desktop\vmf\test.vmf"

Valve Software - vbsp.exe (Dec 18 2013)
4 threads
materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Me\Desktop\vmf\test.vmf
Patching WVT material: maps/test/cp_mountainlab/nature/blendrocktograss002_wvt_patch
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Me\Desktop\vmf\test.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 (18) (580937 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1145 texinfos to 513
Reduced 25 texdatas to 22 (564 bytes to 462)
Writing C:\Users\Me\Desktop\vmf\test.bsp
19 seconds elapsed

** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Me\Desktop\vmf\test"

Valve Software - vvis.exe (Dec 18 2013)
4 threads
reading c:\users\Me\desktop\vmf\test.bsp
reading c:\users\Me\desktop\vmf\test.prt
 587 portalclusters
1192 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 (1)
Optimized: 66 visible clusters (0.13%)
Total clusters visible: 51525
Average clusters visible: 87
Building PAS...
Average clusters audible: 140
visdatasize:34353  compressed from 93920
writing c:\users\Me\desktop\vmf\test.bsp
1 second elapsed

** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Me\Desktop\vmf\test"

Valve Software - vrad.exe SSE (Dec 18 2013)

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

Loading c:\users\Me\desktop\vmf\test.bsp
Setting up ray-trace acceleration structure... Done (0.61 seconds)
15099 faces
79109280 square feet [11391735808.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
15099 patches before subdivision
zero area child patch
zero area child patch
427857 patches after subdivision
sun extent from map=0.008727
sun extent from map=0.008727
66 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (70)
BuildVisLeafs:       0...1...2...3...4...5...6...
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Me\Desktop\vmf\test.bsp" "D:\Steam\SteamApps\common\Team Fortress 2\tf\maps\test.bsp"


The lighting is all i need for the map to be ready for play.
 

henke37

aa
Sep 23, 2011
2,075
515
It looks like the lights didn't bounce. Did you forget to add lights? Did you use non reflective materials?
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
vrad crashes during the BuildVisLeafs phase.
zero area child patch
zero area child patch
sounds like this is the problem... Have you checked your displacements?