Overbright lighting issue.

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MrStump

L1: Registered
Aug 23, 2008
21
2
I am working on my first (functional) TF2 map, and have run into a few problems along the way. This forum has been of great help getting over most of the hurtles, but this one has me stuck.

working30000.jpg


As you can see here, the one wall has become superbright. The light environment is set correctly according to the SDK sky list, there is no other light source outside at all, and there should not be any light effecting it from the other side (the map is symmetrical and the opposite wall is appropriately dark for being in shadow.

I 1/2'ed both brightness settings in the light_environment, but that only increased the contrast between the bright and the WTFbright. This second screenshot is a wider view with the light_environment 1/2'ed.

working30001.jpg


This area was not always like this, but since compiling takes more time than I would like, I don't do it after every few steps. In other words, I have no idea where and when this happened. My older version (20 or so changes old) has the same issue. Backtracking further than that seems like a waste if I am going to run into this same issue again.

Does it have something to do with the lumberyard light angle and that displacement wall? It is the only area of the map effected. Is there a way to fix it, or even just cast a shadow over it to prevent the glare? I'm pretty much stuck on this stupid ultra-brightness.

I ran my compile through the error checker, and only got back an error on having a dynamic prop set as a static. I have no leaks (I did a while back. No point file or errors seem to indicate that I have one). Is there anything that might cause this nonsense?

I had a somewhat similar problem in my early stages with overbrightness inside, shining through walls and such. I assumed it was the fact that I had spot lights shining at over 90º, so I deleted every light entity and started over. That fixed it then. Inside my bases is all perfectly normal with no such problem as is showing in the screenshots. The only problem is in that one area, all on the displacements. You can see the prop there looks fine.

And I doubt it matters, but I do have cubemaps and this problem DOES persist if I spend the time to buildcubemaps. I just didn't bother for these screens.

My compile log is below, just in case. Thanks for any help you can offer.
 
Last edited:

MrStump

L1: Registered
Aug 23, 2008
21
2
** Executing...
** Command: "c:\program files\steam\steamapps\mrstump\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mrstump\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\mrstump\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3.vmf
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 360 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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) (258618 bytes)
Error! prop_static using model "models/props_gameplay/orange_cone001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_gameplay/orange_cone001.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1420 texinfos to 1023
Reduced 145 texdatas to 111 (4783 bytes to 3280)
Writing C:\Program Files\Steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3.bsp
11 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mrstump\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mrstump\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3.bsp
reading c:\program files\steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3.prt
1292 portalclusters
4042 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (395)
Optimized: 3468 visible clusters (0.00%)
Total clusters visible: 374413
Average clusters visible: 289
Building PAS...
Average clusters audible: 1092
visdatasize:347675 compressed from 434112
writing c:\program files\steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3.bsp
6 minutes, 37 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mrstump\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\mrstump\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3"

Valve Software - vrad.exe SSE (Mar 11 2008)

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

Loading c:\program files\steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3.bsp
Setting up ray-trace acceleration structure... Done (6.06 seconds)
4762 faces
9 degenerate faces
658553 square feet [94831632.00 square inches]
116 Displacements
132536 Square Feet [19085266.00 Square Inches]
4753 patches before subdivision
60845 patches after subdivision
sun extent from map=0.087156
66 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (35)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (27)
transfers 4488087, max 550
transfer lists: 34.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(194273, 118302, 94514)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(52375, 25348, 17476)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(16935, 6768, 4015)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(5925, 2037, 1067)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2232, 660, 305)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(893, 227, 94)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(376, 81, 30)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(169, 30, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(79, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(39, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(20, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(11, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0039 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (16)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 23/1024 1104/49152 ( 2.2%)
brushes 683/8192 8196/98304 ( 8.3%)
brushsides 5326/65536 42608/524288 ( 8.1%)
planes 4116/65536 82320/1310720 ( 6.3%)
vertexes 8180/65536 98160/786432 (12.5%)
nodes 3054/65536 97728/2097152 ( 4.7%)
texinfos 1023/12288 73656/884736 ( 8.3%)
texdata 111/2048 3552/65536 ( 5.4%)
dispinfos 116/0 20416/0 ( 0.0%)
disp_verts 15220/0 304400/0 ( 0.0%)
disp_tris 25600/0 51200/0 ( 0.0%)
disp_lmsamples 290322/0 290322/0 ( 0.0%)
faces 4762/65536 266672/3670016 ( 7.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2143/65536 120008/3670016 ( 3.3%)
leaves 3078/65536 98496/2097152 ( 4.7%)
leaffaces 6064/65536 12128/131072 ( 9.3%)
leafbrushes 3736/65536 7472/131072 ( 5.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 31782/512000 127128/2048000 ( 6.2%)
edges 18377/256000 73508/1024000 ( 7.2%)
LDR worldlights 66/8192 5808/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 574/32768 5740/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9681/65536 19362/131072 (14.8%)
cubemapsamples 19/1024 304/16384 ( 1.9%)
overlays 30/512 10560/180224 ( 5.9%)
LDR lightdata [variable] 2719772/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 347675/16777216 ( 2.1%)
entdata [variable] 52793/393216 (13.4%)
LDR ambient table 3078/65536 12312/262144 ( 4.7%)
HDR ambient table 3078/65536 12312/262144 ( 4.7%)
LDR leaf ambient 11888/65536 332864/1835008 (18.1%)
HDR leaf ambient 3078/65536 86184/1835008 ( 4.7%)
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] 1/211532 ( 0.0%)
dtl prp lght [variable] 1/14 ( 7.1%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/42380 ( 0.0%)
pakfile [variable] 18668/0 ( 0.0%)
physics [variable] 258618/4194304 ( 6.2%)
physics terrain [variable] 28158/1048576 ( 2.7%)

Level flags = 0

Total triangle count: 13674
Writing c:\program files\steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3.bsp
1 minute, 46 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\mrstump\sourcesdk_content\tf\mapsrc\working3.bsp" "c:\program files\steam\steamapps\mrstump\team fortress 2\tf\maps\working3.bsp"
 

99X

L1: Registered
Aug 21, 2008
14
1
besides the bright wall, it looks like a pretty cool map... what's the map going to be?
 

MrStump

L1: Registered
Aug 23, 2008
21
2
I origionally had an idea to make it a "Hacker" map, with a "control point" you had to stand on (read: trigger_multiple) in front of a computer. Then make a brush of a loading bar so that after 5 seconds or so, the intel would appear over the printer.

I then decided this was a cute idea, but just to make it a CTF and go from there. No reason to reinvent the wheel.

I'm going to start messing with tonemaps now and see what I get.

Also,

Look up tonemap controller to fix your oversaturation.
Add an env_cubemap to solve that damn purple water.

Lumberyard sky has no default cubemaps so unless I spend time building them every time I load up the blasted map, it'll be purple. =P hehe
 
Last edited:

MrStump

L1: Registered
Aug 23, 2008
21
2
After some work, I can say that the tonemap was nice for some effects, but it did little to effect the overbrightness.

I did, however, figure out the problem. The lumberyard sky uses a yellow for its primary light. Yellow like, say, that surface.

As I revolved the sunlight around its z axis, the overbrightness would change areas. I made the yellow environmental light a darker yellow, which solved the problem. Well that and I inverted the alpha so there was less yellow on the displacement. Remember kids, yellow light + yellow wall = a lot of yellow. At least as best I can figure.

Thanks for the help, guys. As always =)