Lighting Issue

Resin_

L1: Registered
Jan 7, 2014
5
0
Hey All,

Hopefully someone can help, interlopers wasn't too helpful.

I'm having a strange lighting issue (environment & entity) , and I've tried the following:
-Remaking the 3dskybox
-Shifting the map/skybox on the grid
-Compiling without HDR (wishful thinking)
-Moved the light and sun envs around (wishful thinking part 2)
-Alt+P, nothing but hammerid warnings which isn't an issue

Essentially the map is compiling as it should; no leaks, no apparent issues. Not a single displacement on the map (as you can see from my log). However, the lighting is non-existent (when it was working fine a few compiles ago). I've searched for people with the same issue as me over the past 2 days; and some have a similar problem, but the issue was apparent in their compile log unlike mine. Vrad hates me!

Heres a screenshot

** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "E:\Dropbox\Private\Hammer\trade_alley_rc4e.vmf"

Valve Software - vbsp.exe (Dec 18 2013)
4 threads
materialPath: E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Dropbox\Private\Hammer\trade_alley_rc4e.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_alley_rc4e/swamp/concrete/blendswampconcrete001_wvt_patch
Patching WVT material: maps/trade_alley_rc4e/nature/blendgroundtograss003_wvt_patch
Patching WVT material: maps/trade_alley_rc4e/swamp/concrete/blendswampconcretetomud_wvt_patch
Patching WVT material: maps/trade_alley_rc4e/nature/blendconcretetograss001_wvt_patch
Patching WVT material: maps/trade_alley_rc4e/pl_barnblitz/blendmetalroofsnow_02_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...
Merged 932 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Dropbox\Private\Hammer\trade_alley_rc4e.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_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) (1165891 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6332 texinfos to 3912
Reduced 359 texdatas to 306 (12881 bytes to 10950)
Writing E:\Dropbox\Private\Hammer\trade_alley_rc4e.bsp
6 seconds elapsed

** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "E:\Dropbox\Private\Hammer\trade_alley_rc4e"

Valve Software - vvis.exe (Dec 18 2013)
4 threads
reading e:\dropbox\private\hammer\trade_alley_rc4e.bsp
reading e:\dropbox\private\hammer\trade_alley_rc4e.prt
1250 portalclusters
3402 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 (58)
Optimized: 2443 visible clusters (1.02%)
Total clusters visible: 239576
Average clusters visible: 191
Building PAS...
Average clusters audible: 766
visdatasize:282113 compressed from 400000
writing e:\dropbox\private\hammer\trade_alley_rc4e.bsp
58 seconds elapsed

** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "E:\Dropbox\Private\Hammer\trade_alley_rc4e"

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 e:\dropbox\private\hammer\trade_alley_rc4e.bsp
Setting up ray-trace acceleration structure... Done (3.17 seconds)
12571 faces
5 degenerate faces
1309899 square feet [188625472.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12566 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
123818 patches after subdivision
sun extent from map=0.087156
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
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light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
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light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
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light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
198 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (27)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (29)
transfers 18109709, max 1822
transfer lists: 138.2 megs
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Build Patch/Sample Hash Table(s).....Done<0.0335 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
12 of 12 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 55/1024 2640/49152 ( 5.4%)
brushes 3088/8192 37056/98304 (37.7%)
brushsides 22075/65536 176600/524288 (33.7%)
planes 13074/65536 261480/1310720 (19.9%)
vertexes 22921/65536 275052/786432 (35.0%)
nodes 3538/65536 113216/2097152 ( 5.4%)
texinfos 3912/12288 281664/884736 (31.8%)
texdata 306/2048 9792/65536 (14.9%)
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 12571/65536 703976/3670016 (19.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9388/65536 525728/3670016 (14.3%)
leaves 3594/65536 115008/2097152 ( 5.5%)
leaffaces 16462/65536 32924/131072 (25.1%)
leafbrushes 5992/65536 11984/131072 ( 9.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 99422/512000 397688/2048000 (19.4%)
edges 61531/256000 246124/1024000 (24.0%)
LDR worldlights 198/8192 17424/720896 ( 2.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1338/32768 13380/327680 ( 4.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 25734/65536 51468/131072 (39.3%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10989012/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 282113/16777216 ( 1.7%)
entdata [variable] 275369/393216 (70.0%)
LDR ambient table 3594/65536 14376/262144 ( 5.5%)
HDR ambient table 3594/65536 14376/262144 ( 5.5%)
LDR leaf ambient 9258/65536 259224/1835008 (14.1%)
HDR leaf ambient 3594/65536 100632/1835008 ( 5.5%)
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] 1/81458 ( 0.0%)
pakfile [variable] 49885/0 ( 0.0%)
physics [variable] 1165891/4194304 (27.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 36331
Writing e:\dropbox\private\hammer\trade_alley_rc4e.bsp
1 minute, 30 seconds elapsed
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 e:\dropbox\private\hammer\trade_alley_rc4e.bsp
Setting up ray-trace acceleration structure... Done (3.17 seconds)
12571 faces
5 degenerate faces
1309899 square feet [188625472.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12566 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
123818 patches after subdivision
sun extent from map=0.087156
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
198 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (27)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30)
transfers 18109709, max 1822
transfer lists: 138.2 megs
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Build Patch/Sample Hash Table(s).....Done<0.0364 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
12 of 12 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 55/1024 2640/49152 ( 5.4%)
brushes 3088/8192 37056/98304 (37.7%)
brushsides 22075/65536 176600/524288 (33.7%)
planes 13074/65536 261480/1310720 (19.9%)
vertexes 22921/65536 275052/786432 (35.0%)
nodes 3538/65536 113216/2097152 ( 5.4%)
texinfos 3912/12288 281664/884736 (31.8%)
texdata 306/2048 9792/65536 (14.9%)
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 12571/65536 703976/3670016 (19.2%)
hdr faces 12571/65536 703976/3670016 (19.2%)
origfaces 9388/65536 525728/3670016 (14.3%)
leaves 3594/65536 115008/2097152 ( 5.5%)
leaffaces 16462/65536 32924/131072 (25.1%)
leafbrushes 5992/65536 11984/131072 ( 9.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 99422/512000 397688/2048000 (19.4%)
edges 61531/256000 246124/1024000 (24.0%)
LDR worldlights 198/8192 17424/720896 ( 2.4%)
HDR worldlights 198/8192 17424/720896 ( 2.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1338/32768 13380/327680 ( 4.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 25734/65536 51468/131072 (39.3%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10989012/0 ( 0.0%)
HDR lightdata [variable] 10989012/0 ( 0.0%)
visdata [variable] 282113/16777216 ( 1.7%)
entdata [variable] 275369/393216 (70.0%)
LDR ambient table 3594/65536 14376/262144 ( 5.5%)
HDR ambient table 3594/65536 14376/262144 ( 5.5%)
LDR leaf ambient 9258/65536 259224/1835008 (14.1%)
HDR leaf ambient 9258/65536 259224/1835008 (14.1%)
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] 1/81458 ( 0.0%)
pakfile [variable] 49885/0 ( 0.0%)
physics [variable] 1165891/4194304 (27.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 36331

Any ideas would be wonderful! Thanks!
 

Freyja

aa
Jul 31, 2009
2,994
5,813
This is a bug that happens for some reason that I've never figured out.

Luckily, it can be fixed easily.

If your origin of your map (0,0,0) is inside of a brush, move your map or the brush so that the origin is in empty space and the issue will be fixed.
 

Resin_

L1: Registered
Jan 7, 2014
5
0
Thanks for the quick response!

Hmmm no dice. It was indeed within a nobuild, but manipulating that still yielded the same results (origin is free of all brushes now, and in the void). It's getting late here now so I'll resume this tomorrow. Thanks for again for the help aly, if you have any more ideas I would welcome them. Really hoping a bad compile didn't screw me!

Just for some more clarification, the sky camera is not touching or within any brushes in my skybox, and I have my skybox reference visgroup hidden as well.
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
I see a couple of bizarre stuff in your log:
zero area child patch
and
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!

Not sure what those mean, but they might be worth looking into.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Both of those errors can be largely ignored, the zero area child patch could be causing it and you may wish to look itno it, but the sky one is valve's fault and has no effect.

Also try making sure there are no skybox brushes or areaportals intersecting with water brushes.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
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light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000


how are your lights supposed to work if they fade to nothing instantly yet are supposed to be at 50% in 100 units
seems to me you cant have _fifty_percent_distance with no _zero_percent_distance
 

Resin_

L1: Registered
Jan 7, 2014
5
0
Thanks for all the responses everyone!

I'm going to look into the water brush and zero child (again) and see how that goes. As for the zero percent distance, that was just me being lazy; I'm going to go back and touch that up as well. Will return shortly with an update and new compile log. Thanks again!
 

Resin_

L1: Registered
Jan 7, 2014
5
0
Alright guys, I'm back after a bit more work. Still no luck!

Things I've done since my last post:
-Cleaned up the lighting a bit
-Moved the entire map up on the grid, a decent bit away from origin and recreated the 3dskybox
-Removed all the water on the map
-Replaced any tool textures aside from nodraw and skybox
-Searched for any transparent textures I might have to remove them, not seeing any besides glass and none of it is touching the void

Here's the new compile log
** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "E:\Dropbox\Private\Hammer\trade_alley_rc4f.vmf"

Valve Software - vbsp.exe (Dec 18 2013)
4 threads
materialPath: E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Dropbox\Private\Hammer\trade_alley_rc4f.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_alley_rc4f/swamp/concrete/blendswampconcrete001_wvt_patch
Patching WVT material: maps/trade_alley_rc4f/nature/blendgroundtograss003_wvt_patch
Patching WVT material: maps/trade_alley_rc4f/swamp/concrete/blendswampconcretetomud_wvt_patch
Patching WVT material: maps/trade_alley_rc4f/nature/blendconcretetograss001_wvt_patch
Patching WVT material: maps/trade_alley_rc4f/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
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 870 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Dropbox\Private\Hammer\trade_alley_rc4f.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_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) (1197547 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6184 texinfos to 3934
Reduced 355 texdatas to 304 (12516 bytes to 10700)
Writing E:\Dropbox\Private\Hammer\trade_alley_rc4f.bsp
5 seconds elapsed

** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "E:\Dropbox\Private\Hammer\trade_alley_rc4f"

Valve Software - vvis.exe (Dec 18 2013)
4 threads
reading e:\dropbox\private\hammer\trade_alley_rc4f.bsp
reading e:\dropbox\private\hammer\trade_alley_rc4f.prt
1257 portalclusters
3395 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 (126)
Optimized: 2475 visible clusters (0.92%)
Total clusters visible: 268117
Average clusters visible: 213
Building PAS...
Average clusters audible: 822
visdatasize:293498 compressed from 402240
writing e:\dropbox\private\hammer\trade_alley_rc4f.bsp
2 minutes, 6 seconds elapsed

** Executing...
** Command: "E:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "E:\Dropbox\Private\Hammer\trade_alley_rc4f"

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 e:\dropbox\private\hammer\trade_alley_rc4f.bsp
Setting up ray-trace acceleration structure... Done (3.08 seconds)
12811 faces
2 degenerate faces
1306654 square feet [188158176.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12809 patches before subdivision
zero area child patch
zero area child patch
119465 patches after subdivision
sun extent from map=0.087156
can't solve quadratic for light 200.000000 200.000000
can't solve quadratic for light 150.000000 150.000000
can't solve quadratic for light 150.000000 150.000000
light has _fifty_percent_distance of 1747.000000 but _zero_percent_distance of 150.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
199 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (27)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (29)
transfers 17662081, max 1884
transfer lists: 134.8 megs
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Bounce #1 added RGB(1, 1, 1)
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Bounce #38 added RGB(1, 1, 1)
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Bounce #93 added RGB(1, 1, 1)
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Bounce #94 added RGB(1, 1, 1)
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Bounce #95 added RGB(1, 1, 1)
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Bounce #100 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0346 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
12 of 12 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 55/1024 2640/49152 ( 5.4%)
brushes 3173/8192 38076/98304 (38.7%)
brushsides 22516/65536 180128/524288 (34.4%)
planes 13382/65536 267640/1310720 (20.4%)
vertexes 23546/65536 282552/786432 (35.9%)
nodes 3640/65536 116480/2097152 ( 5.6%)
texinfos 3934/12288 283248/884736 (32.0%)
texdata 304/2048 9728/65536 (14.8%)
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 12811/65536 717416/3670016 (19.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9613/65536 538328/3670016 (14.7%)
leaves 3696/65536 118272/2097152 ( 5.6%)
leaffaces 16272/65536 32544/131072 (24.8%)
leafbrushes 5994/65536 11988/131072 ( 9.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 101433/512000 405732/2048000 (19.8%)
edges 62698/256000 250792/1024000 (24.5%)
LDR worldlights 199/8192 17512/720896 ( 2.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1387/32768 13870/327680 ( 4.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 26265/65536 52530/131072 (40.1%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11596044/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 293498/16777216 ( 1.7%)
entdata [variable] 280886/393216 (71.4%)
LDR ambient table 3696/65536 14784/262144 ( 5.6%)
HDR ambient table 3696/65536 14784/262144 ( 5.6%)
LDR leaf ambient 9059/65536 253652/1835008 (13.8%)
HDR leaf ambient 3696/65536 103488/1835008 ( 5.6%)
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] 1/81224 ( 0.0%)
pakfile [variable] 48818/0 ( 0.0%)
physics [variable] 1197547/4194304 (28.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 36920
Writing e:\dropbox\private\hammer\trade_alley_rc4f.bsp
1 minute, 29 seconds elapsed
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 e:\dropbox\private\hammer\trade_alley_rc4f.bsp
Setting up ray-trace acceleration structure... Done (3.08 seconds)
12811 faces
2 degenerate faces
1306654 square feet [188158176.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12809 patches before subdivision
zero area child patch
zero area child patch
119465 patches after subdivision
sun extent from map=0.087156
can't solve quadratic for light 200.000000 200.000000
can't solve quadratic for light 150.000000 150.000000
can't solve quadratic for light 150.000000 150.000000
light has _fifty_percent_distance of 1747.000000 but _zero_percent_distance of 150.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
199 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (27)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (28)
transfers 17662081, max 1884
transfer lists: 134.8 megs
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Build Patch/Sample Hash Table(s).....Done<0.0378 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
12 of 12 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 55/1024 2640/49152 ( 5.4%)
brushes 3173/8192 38076/98304 (38.7%)
brushsides 22516/65536 180128/524288 (34.4%)
planes 13382/65536 267640/1310720 (20.4%)
vertexes 23546/65536 282552/786432 (35.9%)
nodes 3640/65536 116480/2097152 ( 5.6%)
texinfos 3934/12288 283248/884736 (32.0%)
texdata 304/2048 9728/65536 (14.8%)
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 12811/65536 717416/3670016 (19.5%)
hdr faces 12811/65536 717416/3670016 (19.5%)
origfaces 9613/65536 538328/3670016 (14.7%)
leaves 3696/65536 118272/2097152 ( 5.6%)
leaffaces 16272/65536 32544/131072 (24.8%)
leafbrushes 5994/65536 11988/131072 ( 9.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 101433/512000 405732/2048000 (19.8%)
edges 62698/256000 250792/1024000 (24.5%)
LDR worldlights 199/8192 17512/720896 ( 2.4%)
HDR worldlights 199/8192 17512/720896 ( 2.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1387/32768 13870/327680 ( 4.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 26265/65536 52530/131072 (40.1%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11596044/0 ( 0.0%)
HDR lightdata [variable] 11596044/0 ( 0.0%)
visdata [variable] 293498/16777216 ( 1.7%)
entdata [variable] 280886/393216 (71.4%)
LDR ambient table 3696/65536 14784/262144 ( 5.6%)
HDR ambient table 3696/65536 14784/262144 ( 5.6%)
LDR leaf ambient 9059/65536 253652/1835008 (13.8%)
HDR leaf ambient 9059/65536 253652/1835008 (13.8%)
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] 1/12 ( 8.3%)
static props [variable] 1/81224 ( 0.0%)
pakfile [variable] 48818/0 ( 0.0%)
physics [variable] 1197547/4194304 (28.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 36920
Writing e:\dropbox\private\hammer\trade_alley_rc4f.bsp
1 minute, 31 seconds elapsed

Any more ideas?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Well, you didn't fix all of your light sources, for starters; some of the errors Sergis quoted are still there. Seriously, get rid of any custom fade distances on your lights for now. You almost never need them; there are usually better ways to achieve the look you're aiming for.
 

Resin_

L1: Registered
Jan 7, 2014
5
0
Yea, i just quickly went through and modified most of them. I'll grab the rest next time around. It's looking like I'm gonna have to roll back to an earlier revision at this point, just can't seem to figure out this issue.