Very strange lighting (I guess) issue

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
I was creating a map for my Saxxy Awards 2016 animation, if I decide to join that is. I got pretty far to the map to the point when I am detailing it. Then after one compile to see if the map looks good I noticed it does a weird flicker, and later when I created a 3D Skybox the whole skybox was red. No idea how to fix this, no leaks, the interlopers compile checker said that the skybox texture was bad so I changed it, but still keeps happening.

If you can help me, then thank you!

 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Leaks?
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Well, I might not be completely right, but I've heard that you don't need to use TF2's Hammer for SFM maps.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
The question here is if the issue will persist when ported to SFM.
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
UPDATE: Here is the latest 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\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation.vmf"

Valve Software - vbsp.exe (Jan 19 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation.vmf
Patching WVT material: maps/sfm_desert_trainstation/nature/blendrockground008_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...
Merged 80 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (68275 bytes)
Error! To use model "models/player/hwm/sniper.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/sniper.mdl"!
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 181 texinfos to 145
Reduced 36 texdatas to 33 (903 bytes to 747)
Writing C:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation.bsp
Wrote ZIP buffer, estimated size 107033, actual size 106551
3 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\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation"

Valve Software - vvis.exe (Jan 19 2016)
8 threads
reading c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
reading c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.prt
116 portalclusters
290 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: 12 visible clusters (0.12%)
Total clusters visible: 9986
Average clusters visible: 86
Building PAS...
Average clusters audible: 114
visdatasize:4432 compressed from 3712
writing c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
0 seconds 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:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation"

Valve Software - vrad.exe SSE (Jan 19 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
Setting up ray-trace acceleration structure... Done (0.67 seconds)
1462 faces
1465221 square feet [210991888.00 square inches]
67 Displacements
278197 Square Feet [40060476.00 Square Inches]
1462 patches before subdivision
105704 patches after subdivision
sun extent from map=0.008727
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 6900609, max 485
transfer lists: 52.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(5469, 5616, 7978)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(812, 855, 1240)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(129, 137, 200)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(29, 30, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(7, 7, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0291 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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 179/8192 2148/98304 ( 2.2%)
brushsides 1163/65536 9304/524288 ( 1.8%)
planes 604/65536 12080/1310720 ( 0.9%)
vertexes 2410/65536 28920/786432 ( 3.7%)
nodes 320/65536 10240/2097152 ( 0.5%)
texinfos 145/12288 10440/884736 ( 1.2%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 67/0 11792/0 ( 0.0%)
disp_verts 5427/0 108540/0 ( 0.0%)
disp_tris 8576/0 17152/0 ( 0.0%)
disp_lmsamples 1124160/0 1124160/0 ( 0.0%)
faces 1462/65536 81872/3670016 ( 2.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 697/65536 39032/3670016 ( 1.1%)
leaves 322/65536 10304/2097152 ( 0.5%)
leaffaces 1558/65536 3116/131072 ( 2.4%)
leafbrushes 409/65536 818/131072 ( 0.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 10123/512000 40492/2048000 ( 2.0%)
edges 6332/256000 25328/1024000 ( 2.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 222/32768 2220/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3945/65536 7890/131072 ( 6.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 9727324/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4432/16777216 ( 0.0%)
entdata [variable] 1104/393216 ( 0.3%)
LDR ambient table 322/65536 1288/262144 ( 0.5%)
HDR ambient table 322/65536 1288/262144 ( 0.5%)
LDR leaf ambient 1682/65536 47096/1835008 ( 2.6%)
HDR leaf ambient 322/65536 9016/1835008 ( 0.5%)
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] 1/28748 ( 0.0%)
pakfile [variable] 106551/0 ( 0.0%)
physics [variable] 68275/4194304 ( 1.6%)
physics terrain [variable] 17273/1048576 ( 1.6%)

Level flags = 0

Total triangle count: 4380
Writing c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
16 seconds elapsed
Valve Software - vrad.exe SSE (Jan 19 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
Setting up ray-trace acceleration structure... Done (0.67 seconds)
1462 faces
1465221 square feet [210991888.00 square inches]
67 Displacements
278197 Square Feet [40060476.00 Square Inches]
1462 patches before subdivision
105704 patches after subdivision
sun extent from map=0.008727
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 6900609, max 485
transfer lists: 52.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(5469, 5616, 7978)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(812, 855, 1240)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(129, 137, 200)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(29, 30, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(7, 7, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0315 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 179/8192 2148/98304 ( 2.2%)
brushsides 1163/65536 9304/524288 ( 1.8%)
planes 604/65536 12080/1310720 ( 0.9%)
vertexes 2410/65536 28920/786432 ( 3.7%)
nodes 320/65536 10240/2097152 ( 0.5%)
texinfos 145/12288 10440/884736 ( 1.2%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 67/0 11792/0 ( 0.0%)
disp_verts 5427/0 108540/0 ( 0.0%)
disp_tris 8576/0 17152/0 ( 0.0%)
disp_lmsamples 1124160/0 1124160/0 ( 0.0%)
faces 1462/65536 81872/3670016 ( 2.2%)
hdr faces 1462/65536 81872/3670016 ( 2.2%)
origfaces 697/65536 39032/3670016 ( 1.1%)
leaves 322/65536 10304/2097152 ( 0.5%)
leaffaces 1558/65536 3116/131072 ( 2.4%)
leafbrushes 409/65536 818/131072 ( 0.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 10123/512000 40492/2048000 ( 2.0%)
edges 6332/256000 25328/1024000 ( 2.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 222/32768 2220/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3945/65536 7890/131072 ( 6.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 9727324/0 ( 0.0%)
HDR lightdata [variable] 9727324/0 ( 0.0%)
visdata [variable] 4432/16777216 ( 0.0%)
entdata [variable] 1104/393216 ( 0.3%)
LDR ambient table 322/65536 1288/262144 ( 0.5%)
HDR ambient table 322/65536 1288/262144 ( 0.5%)
LDR leaf ambient 1682/65536 47096/1835008 ( 2.6%)
HDR leaf ambient 1682/65536 47096/1835008 ( 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] 1/28748 ( 0.0%)
pakfile [variable] 106551/0 ( 0.0%)
physics [variable] 68275/4194304 ( 1.6%)
physics terrain [variable] 17273/1048576 ( 1.6%)

Level flags = 0

Total triangle count: 4380
Writing c:\users\rasmus korhonen\desktop\source sdk -mapping\maps\sfm\desert_trainstation\sfm_desert_trainstation.bsp
15 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Rasmus Korhonen\Desktop\Source SDK -Mapping\MAPS\SFM\desert_trainstation\sfm_desert_trainstation.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\sfm_desert_trainstation.bsp"
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
This looks more like a TF2 problem than an actual map problem. Have you validated TF2's files via Steam? Are video drivers up to date? Rendering errors are usually caused by video hardware going wonky, sometimes showing first signs of actually dying.

Also, I see in that compile log you have the HWM Sniper model as a prop_static. That model can't be used as a prop_static, instead you should change it to a prop_dynamic so it works. It's not the source of the problems though.
 

Geit

&#128156; I probably broke it &#128156;
aa
May 28, 2009
598
1,161
Also, I see in that compile log you have the HWM Sniper model as a prop_static. That model can't be used as a prop_static, instead you should change it to a prop_dynamic so it works. It's not the source of the problems though.

He's probably using it as a scale reference
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
This looks more like a TF2 problem than an actual map problem. Have you validated TF2's files via Steam? Are video drivers up to date? Rendering errors are usually caused by video hardware going wonky, sometimes showing first signs of actually dying.

Also, I see in that compile log you have the HWM Sniper model as a prop_static. That model can't be used as a prop_static, instead you should change it to a prop_dynamic so it works. It's not the source of the problems though.

The sniper model was just for scale, but I tried to validate TF2 files and did not fix it. I had to delete hammer files in the bin folder and then validate files since somehow hammer deleted all of the compile options. I'll try to update drivers if possible.
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
I tried to update drivers, no success. The lights do this error, alt+p did not show any problems, no leaks. I am confused now.
PPIZX5U.jpg

EDIT: I think this is the main reason for all problem, for some reason there is a giant shadow in the skybox.
QIIKcgL.jpg
 
Last edited:

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Check all of the props in the skybox, and set "Disable Shadows" to Yes in their properties. It might fix it.