Light in map not working; no leak

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Qwertymenow

L1: Registered
Jun 30, 2015
15
1
So, I was merrily mapping away on my first map, when I came across a production halting error: the lights in my map won't render. Even weirder, a small room that is enclosed with a block light texture still has working light in it. I tried to load the point file to check for a leak, but there isn't one. This is quite frustrating, and any help would be very nice.
2hq797q.jpg

A screenshot of the only light in the map.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Are your lights inside anything, blocked by anything, named? Are you running vvis? Did you put your compile log through Interlopers?
 

Qwertymenow

L1: Registered
Jun 30, 2015
15
1
1: They are inside of lamps, but the lamps are set to no shadows, they aren't blocked, and they aren't named.
2: Yes, I am
3: and yes. It found some errors, but nothing that I'd think would cause this.
If it helps, here's the compile log. If you run it through interlopers, disregard the errors about area portals, I don't have any in my map.




materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\kjgazley\Desktop\Computers\Attack_Defend. vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Processing 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\kjgazley\Desktop\Computers\Attack_Defend. 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 (0) (84572 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 472 texinfos to 322
Reduced 28 texdatas to 26 (608 bytes to 568)
Writing C:\Users\kjgazley\Desktop\Computers\Attack_Defend. bsp
1 second elapsed



8 threads
reading c:\users\kjgazley\desktop\computers\Attack_Defend. bsp
reading c:\users\kjgazley\desktop\computers\Attack_Defend. prt
715 portalclusters
1770 numportals
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Optimized: 392 visible clusters (0.28%)
Total clusters visible: 140969
Average clusters visible: 197
Building PAS...
Average clusters audible: 434
visdatasize:117147 compressed from 137280
writing c:\users\kjgazley\desktop\computers\Attack_Defend. bsp
20 seconds elapsed



[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']

Loading c:\users\kjgazley\desktop\computers\Attack_Defend. bsp
3697 faces
4910020 square feet [707042944.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3697 patches before subdivision
195141 patches after subdivision
35 direct lights
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10transfers 19611060, max 686
transfer lists: 149.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1, 1, 1)
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Build Patch/Sample Hash Table(s).....Done<0.1441 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 223/8192 2676/98304 ( 2.7%)
brushsides 1436/65536 11488/524288 ( 2.2%)
planes 980/65536 19600/1310720 ( 1.5%)
vertexes 4877/65536 58524/786432 ( 7.4%)
nodes 1666/65536 53312/2097152 ( 2.5%)
texinfos 322/12288 23184/884736 ( 2.6%)
texdata 26/2048 832/65536 ( 1.3%)
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 3697/65536 207032/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 769/65536 43064/3670016 ( 1.2%)
leaves 1685/65536 53920/2097152 ( 2.6%)
leaffaces 4268/65536 8536/131072 ( 6.5%)
leafbrushes 977/65536 1954/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19945/512000 79780/2048000 ( 3.9%)
edges 10631/256000 42524/1024000 ( 4.2%)
LDR worldlights 35/8192 3080/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 295/32768 2950/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4032/65536 8064/131072 ( 6.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 4717432/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 117147/16777216 ( 0.7%)
entdata [variable] 28436/393216 ( 7.2%)
LDR ambient table 1685/65536 6740/262144 ( 2.6%)
HDR ambient table 1685/65536 6740/262144 ( 2.6%)
LDR leaf ambient 1107/65536 30996/1835008 ( 1.7%)
HDR leaf ambient 1685/65536 47180/1835008 ( 2.6%)
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] 1/15576 ( 0.0%)
pakfile [variable] 105683/0 ( 0.0%)
physics [variable] 84572/4194304 ( 2.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9484
Writing c:\users\kjgazley\desktop\computers\Attack_Defend. bsp
35 seconds elapsed
 
Last edited:

Qwertymenow

L1: Registered
Jun 30, 2015
15
1
I just realized how long that compile log is. wow.

edit:
derp, I just copied the whole log, from the .log file. woops

edit 2:
so interlopers is saying that vvis, vrad, and vbsp were not run. I don't know why not.
 
Last edited:

tyler

aa
Sep 11, 2013
5,102
4,621
Pull your lights out of the light models. The actual bounding box can block light. That could be it.

I can't examine the log right now though as I'm on mobile. Hopefully someone else appears.
 

Qwertymenow

L1: Registered
Jun 30, 2015
15
1
Nope, still doesn't work... Just so you know, the light does shine on my viewmodel, and the light in the room is identical to all of the others.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Now that I'm home, I'm not sure the log you posted is complete?

It also says there's a prop without a defined model somewhere.

Did you do alt+p to check for invalid solids in hammer?
 

Qwertymenow

L1: Registered
Jun 30, 2015
15
1
The only errors that come up with alt+p in hammer are "entity has unused keyvalue 'angle'" errors. I'll post another compile log, just in case the other one isn't complete.

** 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\kjgazley\Desktop\Computers\Attack_Defend.vmf"

Valve Software - vbsp.exe (Jun 16 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\kjgazley\Desktop\Computers\Attack_Defend.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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\kjgazley\Desktop\Computers\Attack_Defend.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 (0) (84572 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 472 texinfos to 322
Reduced 28 texdatas to 26 (608 bytes to 568)
Writing C:\Users\kjgazley\Desktop\Computers\Attack_Defend.bsp
1 second 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\kjgazley\Desktop\Computers\Attack_Defend"

Valve Software - vvis.exe (May 29 2015)
8 threads
reading c:\users\kjgazley\desktop\computers\Attack_Defend.bsp
reading c:\users\kjgazley\desktop\computers\Attack_Defend.prt
715 portalclusters
1770 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 (21)
Optimized: 391 visible clusters (0.28%)
Total clusters visible: 140970
Average clusters visible: 197
Building PAS...
Average clusters audible: 434
visdatasize:117147 compressed from 137280
writing c:\users\kjgazley\desktop\computers\Attack_Defend.bsp
21 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\kjgazley\Desktop\Computers\Attack_Defend"

Valve Software - vrad.exe SSE (May 29 2015)

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

Loading c:\users\kjgazley\desktop\computers\Attack_Defend.bsp
Setting up ray-trace acceleration structure... Done (0.49 seconds)
3697 faces
4910020 square feet [707042944.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3697 patches before subdivision
195141 patches after subdivision
34 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 19611060, max 686
transfer lists: 149.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(1, 1, 1)
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Build Patch/Sample Hash Table(s).....Done<0.1416 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 223/8192 2676/98304 ( 2.7%)
brushsides 1436/65536 11488/524288 ( 2.2%)
planes 980/65536 19600/1310720 ( 1.5%)
vertexes 4877/65536 58524/786432 ( 7.4%)
nodes 1666/65536 53312/2097152 ( 2.5%)
texinfos 322/12288 23184/884736 ( 2.6%)
texdata 26/2048 832/65536 ( 1.3%)
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 3697/65536 207032/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 769/65536 43064/3670016 ( 1.2%)
leaves 1685/65536 53920/2097152 ( 2.6%)
leaffaces 4268/65536 8536/131072 ( 6.5%)
leafbrushes 977/65536 1954/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19945/512000 79780/2048000 ( 3.9%)
edges 10631/256000 42524/1024000 ( 4.2%)
LDR worldlights 34/8192 2992/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 295/32768 2950/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4032/65536 8064/131072 ( 6.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 4717432/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 117147/16777216 ( 0.7%)
entdata [variable] 28094/393216 ( 7.1%)
LDR ambient table 1685/65536 6740/262144 ( 2.6%)
HDR ambient table 1685/65536 6740/262144 ( 2.6%)
LDR leaf ambient 1107/65536 30996/1835008 ( 1.7%)
HDR leaf ambient 1685/65536 47180/1835008 ( 2.6%)
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] 1/15576 ( 0.0%)
pakfile [variable] 105683/0 ( 0.0%)
physics [variable] 84572/4194304 ( 2.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9484
Writing c:\users\kjgazley\desktop\computers\Attack_Defend.bsp
35 seconds elapsed

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

tyler

aa
Sep 11, 2013
5,102
4,621
OK, well, according to interlopers you didn't delete the prop without a model specified.

error loading studio model ""!

Description:
You have an model-based entity (prop_something) without a model specified.

Solution:
To fix, delete it or give it a model. It can be hard to find, and if you really cant find it, use this trick: open your map (.vmf) in wordpad, and search for the string:

"model" ""

replace it with something you never used in your map, eg.

"model" "somenameineverusedforanentity"

Save the file, and open it up in hammer again. using 'entity report' in Hammer, you can search for the string "somenameineverusedforanentity" and your entity comes up. Alternatively, you may delete the entire entity, by removing it entirely:

entity
{
"some stuff" "more stuff"
"model" ""
"origin" xx xx xx"
editor
{
"color" "220 30 220"
"visgroupid" "2"
"visgroupshown" "1"
}
}

would be what you can delete. after the last "}" the next entity will be specified. Remember to delete the entire entity, and only that one, or your map may get broken. As a precaution, you should always backup your map before editing it in a text editor.


The affected object may not work and/or cause general errors

That could very well be it. Fix it, and see if that changes anything. If not, someone may need to look at your VMF to figure it out unless you can think of other pertinent info to add.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
I saw this recently but can't remember what the fix was. There were 100 'fake' bounces even though there was a hard limit of 16 in the compile tools. I think it might have been talked about in the Steam chat room.

See if this helps: http://forums.tf2maps.net/showthread.php?t=21921

Alternatively, some of the other places on the web suggest cordoning off sections of the map and compiling them, to narrow down the cause. It seems it can be caused by one brush in particular. Maybe it's invalid or just uses the number of the beast or something.
 

Qwertymenow

L1: Registered
Jun 30, 2015
15
1
So, I looked in note pad, but it can not for the life of it find two quotation marks beside each other. I'm okay with posting my map online (it's not as if anyone would steal it or something). Do you know a good sharing service I can use without having to log in?
 

tyler

aa
Sep 11, 2013
5,102
4,621
458df6b072.png


Found it. It's in the wall near your blue spawn.

8dd828d339.png


I have to finish my homework. Delete that and try compiling. If it doesn't work still, hopefully someone will be able to help you before I'm done with all my work. If not, I'll try doing some more troubleshooting later.

Also don't use capital letters for map names. They break Linux servers. It doesn't look like a final map name, but just FYI.
 

Qwertymenow

L1: Registered
Jun 30, 2015
15
1
I deleted it, but still no go. Running the compile log through Interlopers yields no errors. Also, as a side note, thank you for spending your time on this. :)
 

Tumby

aa
May 12, 2013
1,084
1,190
Im just gonna fly through the map and write down every single little thing that goes through my mind:

God damn why is it a diaper skybox-box? Just use cordon.
Overlapping brushes here and there...
This entire room is covered in playerclip. what?
Oh its a func_respawnroom. You cant use playerclip on these! Use the trigger texture.
A light entity with loverly orange. Max. distance is at 100. That thing cant even reach the nearest wall!
This door is using a HL texture. Use the keyword "tf" while in the texture browser.
Container-prop-spam.
Random entities stuck into the floor.
Light_spots have 2000 max distance. Just make it 0 god damn.
Whats the point in block-lighting this entire... room?
You are using decals where everyone else would use overlays (for obvious reasons).
Dat amount of hazard strips. And why is the func_nobuild textured in nodraw? Use the trigger texture! You know what, remove the nobuild entirely!
Don't make a nodrawed func_brush just to put overlays on it that show "pickup here!". Put down a little wooden or metal thing. It doesn't have to be an overlay, it just needs to stick out.
Hilarious staircases.
Gigantig platform-railing things.
84 computer props in one room.
1712 unit high walls and you put lamps on the ceiling as if it were an office. Just use the skylight.
Incredibly long hallway underground. Nobody is gonna like going there, fucking nobody. The only reason to go there is to make sure that the other team isn't.
Making areas look a little bit more different would not just help navigation ingame, but also navigation in hammer. Where am i?
Ok I seem to have reached the end after all this. Welp. Time to correct my spelling on this.
 

Qwertymenow

L1: Registered
Jun 30, 2015
15
1
Hur hur hur. Thanks for the input, Tumbolisu. I know there's a lot of issues, but this is my first map.
 

tyler

aa
Sep 11, 2013
5,102
4,621
So I'm not done, but I thought I'd check in, and he might be onto something. I didn't look at your lights, but your rooms are way too massive. (I didn't say anything because it's obviously your first map and I'm sure you know that's not tenable for regular play. Trade maps, maybe, but even those aren't so horribly made anymore as server owners realized that giant boxes are unoptimizeable.)

You can definitely use a cordon for now instead of that giant skybrush box, but later you should work on sealing normally. He's probably correct about the falloff distances too. Your rooms are massive, and if your lights are only shooting 50 units or whatever, that means they aren't hitting your walls hundreds or thousands of units away. I'd definitely try editing all the light ents to have 0 distance (meaning infinite) and seeing what happens. You can save a lot of compile time by making all the areas smaller first, too, or just using a cordon for part of it.
 

Qwertymenow

L1: Registered
Jun 30, 2015
15
1
Well, instead of spending my summer holiday trying to optimize what is obviously a dead end (it's my first map, what did I expect :)), I'm going to start a brand new map with all of the skills I've learned. Thanks to everyone for their fast replies, especially tyler. If anyone still feels like solving the problem, go ahead, but I don't need it fixed.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
so far besides what the others have said, it simply equates to improper light sources. check the properties of the lights, and could someone give me the download link?