lights don't work

KlashFire

L1: Registered
Sep 2, 2015
17
1
trying to fix someone else's poorly made map, fixed all leaks, interloper shows 0 errors, I have a light_environment and a light_spot set up.

lights don't show up.

vmf file:
https://drive.google.com/file/d/0B7_5Xqg7SKv5QnNWQVZvZFFmRU0/view?usp=sharing

bsp file:
https://drive.google.com/file/d/0B7_5Xqg7SKv5Tjd6TGpaYWdqWFU/view?usp=sharing

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\Chaim\Desktop\trade_killit.vmf"

Valve Software - vbsp.exe (Aug 17 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Chaim\Desktop\trade_killit.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_killit/nature/blendrockgroundwallforest_reducedetail_wvt_patch
Patching WVT material: maps/trade_killit/nature/blendgroundtograss007_reducedetail_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Chaim\Desktop\trade_killit.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) (84197 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 357 texinfos to 221
Reduced 24 texdatas to 22 (675 bytes to 587)
Writing C:\Users\Chaim\Desktop\trade_killit.bsp
2 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\Chaim\Desktop\trade_killit"

Valve Software - vvis.exe (Aug 17 2015)
4 threads
reading c:\users\chaim\desktop\trade_killit.bsp
reading c:\users\chaim\desktop\trade_killit.prt
398 portalclusters
1153 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 (11)
Optimized: 136 visible clusters (0.22%)
Total clusters visible: 60914
Average clusters visible: 153
Building PAS...
Average clusters audible: 241
visdatasize:32158 compressed from 44576
writing c:\users\chaim\desktop\trade_killit.bsp
12 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\Chaim\Desktop\trade_killit"

Valve Software - vrad.exe SSE (Aug 17 2015)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\chaim\desktop\trade_killit.bsp
Setting up ray-trace acceleration structure... Done (0.43 seconds)
1721 faces
2 degenerate faces
432531 square feet [62284552.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1719 patches before subdivision
39925 patches after subdivision
sun extent from map=0.000000
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 4825262, max 632
transfer lists: 36.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(220744, 112815, 46931)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(35840, 10163, 3414)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(6046, 1065, 293)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1094, 123, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(207, 18, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(41, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0570 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 236/8192 2832/98304 ( 2.9%)
brushsides 1645/65536 13160/524288 ( 2.5%)
planes 1264/65536 25280/1310720 ( 1.9%)
vertexes 2583/65536 30996/786432 ( 3.9%)
nodes 977/65536 31264/2097152 ( 1.5%)
texinfos 221/12288 15912/884736 ( 1.8%)
texdata 22/2048 704/65536 ( 1.1%)
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 1721/65536 96376/3670016 ( 2.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 722/65536 40432/3670016 ( 1.1%)
leaves 991/65536 31712/2097152 ( 1.5%)
leaffaces 2029/65536 4058/131072 ( 3.1%)
leafbrushes 808/65536 1616/131072 ( 1.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 10993/512000 43972/2048000 ( 2.1%)
edges 6044/256000 24176/1024000 ( 2.4%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 178/32768 1780/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2619/65536 5238/131072 ( 4.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2656864/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 32158/16777216 ( 0.2%)
entdata [variable] 14483/393216 ( 3.7%)
LDR ambient table 991/65536 3964/262144 ( 1.5%)
HDR ambient table 991/65536 3964/262144 ( 1.5%)
LDR leaf ambient 4071/65536 113988/1835008 ( 6.2%)
HDR leaf ambient 991/65536 27748/1835008 ( 1.5%)
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] 1/2302 ( 0.0%)
pakfile [variable] 106700/0 ( 0.0%)
physics [variable] 84197/4194304 ( 2.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4657
Writing c:\users\chaim\desktop\trade_killit.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Chaim\Desktop\trade_killit.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\trade_killit.bsp"
 

Attachments

  • trade_hoth3_d0000.jpg
    trade_hoth3_d0000.jpg
    67.3 KB · Views: 89
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Did you leave the game open between compiles? When Source turns on fullbright, it doesn't go off when you restart the map.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Did you leave the game open between compiles? When Source turns on fullbright, it doesn't go off when you restart the map.
Bingo! we have a winner!

The map has lighting but you have lighting turned off because (presumably) a previous version didn't have lighting. use mat_fullbright 0 and the problem will be fixed.