Lighting issues? (New Mapper)

Cheddars

L1: Registered
Jun 15, 2014
3
0
I started mapping in Hammer a week ago and I've watched dozens of tutorials. I've googled the Google to the best of my ability and still can't seem to get lighting to work (in terms of light_env, light_spots, etc) .. at all! I have no voids (at least that's what the compile reads) and I use the Valve-recommended light_env properties for the skybox.

I've inputted my compile log into Interlopers but it keeps on referencing leaks that the compile log doesn't even reference; besides, it's basically just a box.

Below is my compile log:

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Daniel\Desktop\sdk maps\skybox.vmf"

Valve Software - vbsp.exe (Jun 10 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Daniel\Desktop\sdk maps\skybox.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Daniel\Desktop\sdk maps\skybox.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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) (3147 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 17 texinfos to 7
Reduced 2 texdatas to 2 (49 bytes to 49)
Writing C:\Users\Daniel\Desktop\sdk maps\skybox.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Daniel\Desktop\sdk maps\skybox.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\skybox.bsp"

Any help would be appreciated as I've abandoned 2 maps thus far out of my frustration with getting functional lighting.
 

xzzy

aa
Jan 30, 2010
815
531
Is that the entire log? Because if so, it's not even running vvis or vrad.

When you press F9 in hammer, make sure the $vis_exe and $light_exe lines are checked.
 

Cheddars

L1: Registered
Jun 15, 2014
3
0
My bad, I forgot:



** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\daniel\desktop\sdk maps\skybox"

Valve Software - vbsp.exe (Jun 10 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading c:\users\daniel\desktop\sdk maps\skybox.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\daniel\desktop\sdk maps\skybox.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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) (3147 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 17 texinfos to 7
Reduced 2 texdatas to 2 (49 bytes to 49)
Writing c:\users\daniel\desktop\sdk maps\skybox.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\daniel\desktop\sdk maps\skybox"

Valve Software - vvis.exe (Jun 10 2014)
4 threads
reading c:\users\daniel\desktop\sdk maps\skybox.bsp
reading c:\users\daniel\desktop\sdk maps\skybox.prt
14 portalclusters
26 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 176
Average clusters visible: 12
Building PAS...
Average clusters audible: 14
visdatasize:172 compressed from 224
writing c:\users\daniel\desktop\sdk maps\skybox.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\daniel\desktop\sdk maps\skybox"

Valve Software - vrad.exe SSE (Jun 10 2014)

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

Loading c:\users\daniel\desktop\sdk maps\skybox.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
38 faces
32312 square feet [4653056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
38 patches before subdivision
850 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 6628, max 82
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(381, 481, 636)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10, 20, 36)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(0, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0002 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 58/65536 1160/1310720 ( 0.1%)
vertexes 63/65536 756/786432 ( 0.1%)
nodes 42/65536 1344/2097152 ( 0.1%)
texinfos 7/12288 504/884736 ( 0.1%)
texdata 2/2048 64/65536 ( 0.1%)
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 38/65536 2128/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 16/65536 896/3670016 ( 0.0%)
leaves 44/65536 1408/2097152 ( 0.1%)
leaffaces 53/65536 106/131072 ( 0.1%)
leafbrushes 21/65536 42/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 228/512000 912/2048000 ( 0.0%)
edges 131/256000 524/1024000 ( 0.1%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 14352/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 172/16777216 ( 0.0%)
entdata [variable] 874/393216 ( 0.2%)
LDR ambient table 44/65536 176/262144 ( 0.1%)
HDR ambient table 44/65536 176/262144 ( 0.1%)
LDR leaf ambient 220/65536 6160/1835008 ( 0.3%)
HDR leaf ambient 44/65536 1232/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 105655/0 ( 0.0%)
physics [variable] 3147/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 88
Writing c:\users\daniel\desktop\sdk maps\skybox.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\daniel\desktop\sdk maps\skybox.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\skybox.bsp"



I have vvis and vrad set to no but vis_exe and light_exe are checked now.
Still no lighting, however. :unsure:
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
What are you even doing tampering with the Expert settings already? You should be using the basic compile window that comes up by default. Click the Normal button on the bottom left.
 

Cheddars

L1: Registered
Jun 15, 2014
3
0
I didn't tamper with the Expert settings; I merely checked that light_exe and vis_exe were on, which they were. Sorry if I phrased that a bit unclearly.

Good news, however, turns out that a fps config I had newly installed set my in-game graphics settings to such a low degree that I could barely notice the lighting. :blush:

Hah, well, thanks to those that responded! :woot:
 
Last edited: