Lights are refusing to work!!!!!!!!2qbkf, gfxkm

HQDefault

...what
aa
Aug 6, 2014
1,056
535
I'M VERY ANXIOUS.

So, I was about to do the final compile on my 72hr contest entry, but the lights won't render and it only renders fullbright. I can't tell what the hell is going wrong, and now I need to go to school and I won't be back to post it in time for the contest to finish!

WHY GOD WHY.

So can I please have some extended time to post my entry? Because the way fate rolled, basically I was on a boat in the center of the atlantic and a rock fell and killed me :'(

So can someone please give me a pardon?

Here's the compile:

(and yes I checked to see if RAD was set to no)

Code:
** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.vmf"

Valve Software - vbsp.exe (Dec  7 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_defcon_72_a3/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_defcon_72_a3/pl_barnblitz/blendmetalroofsnow_03_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 90 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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 (0) (427862 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 299 texinfos to 227
Reduced 91 texdatas to 81 (2284 bytes to 1863)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.bsp
7 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" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3"

Valve Software - vvis.exe (Dec  7 2014)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.prt
1086 portalclusters
2952 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 52446 visible clusters (6.30%)
Total clusters visible: 832436
Average clusters visible: 766
Building PAS...
Average clusters audible: 1067
visdatasize:296713  compressed from 295392
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3"

Valve Software - vrad.exe SSE (Dec  7 2014)

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

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.bsp
Setting up ray-trace acceleration structure... Done (1.41 seconds)
7495 faces
13 degenerate faces
4019747 square feet [578843584.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_defcon_72_a3.bsp"
 
Last edited by a moderator:

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
We're fairly sure it's to do with

>Stack overflow in neighbors

Google suggests that it's caused by too many surfaces sharing a single lightmap patch/luxel, the fix is to cordon compile parts of the map until you find which section it's in and then to remake the offending geometry.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You're running VVIS on fast, which means no light bounces and you might as well not run it at all. Apart from that the only thing I see is a stack overflow in VRAD, which Geit already mentioned.
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
You've got 13 degenerate faces, which means you have any number of invalid solids. Reload your map. Hammer will tell you that it automatically removed some invalid solids. Find what brushes are missing and rebuild them.

When using the vertex editor, moving two vertexes to the same spot will prompt you to merge them. However, there's a bug where sometimes it doesn't prompt you. In this case, it isn't actually merging the vertexes, and you can end up with a face that is infinitely small. If I'm not mistaken, these are also considered degenerate faces, and will cause issues. However, I believe they're considered invalid solids, and will be removed on a map reload.
 
Oct 6, 2008
1,947
445
If you are using any toruses check those I have been having issues with them recently.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
We're fairly sure it's to do with

>Stack overflow in neighbors

Google suggests that it's caused by too many surfaces sharing a single lightmap patch/luxel, the fix is to cordon compile parts of the map until you find which section it's in and then to remake the offending geometry.

I looked and found as many overlapping textures as possible. That didn't do crap.


You're running VVIS on fast, which means no light bounces and you might as well not run it at all. Apart from that the only thing I see is a stack overflow in VRAD, which Geit already mentioned.

Ran the VIS on normal just in case, all it did was give me a 20 minute compile but didn't change a single thing.

You've got 13 degenerate faces, which means you have any number of invalid solids. Reload your map. Hammer will tell you that it automatically removed some invalid solids. Find what brushes are missing and rebuild them.

When using the vertex editor, moving two vertexes to the same spot will prompt you to merge them. However, there's a bug where sometimes it doesn't prompt you. In this case, it isn't actually merging the vertexes, and you can end up with a face that is infinitely small. If I'm not mistaken, these are also considered degenerate faces, and will cause issues. However, I believe they're considered invalid solids, and will be removed on a map reload.

Tried closing hammer and opening it again, nothing happened. I even checked for errors. Nothing.

If you are using any toruses check those I have been having issues with them recently.

Nope.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Google suggests that it's caused by too many surfaces sharing a single lightmap patch/luxel, the fix is to cordon compile parts of the map until you find which section it's in and then to remake the offending geometry.

Did you do the bolded part? You can narrow down your problem area this way.