Trouble with Light_Spot

dipp doop

L1: Registered
Nov 7, 2016
30
0
Hey guys, hope you can help.

I created a light_spot entity in my map, but it's not showing up when I run my map. There are no leaks/issues, and this has never happened to me before. Other entities, like light or light_environment work fine.

I'm using the default settings for the light_spot (when you create one).

Here's my compile log:

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\sourcesdk_content\tf\mapsrc\jump_augaspawn.vmf"

Valve Software - vbsp.exe (Nov 10 2016)
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\sourcesdk_content\tf\mapsrc\jump_augaspawn.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/jump_augaspawn/dev/dev_blendmeasure_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 6 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (56338 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 69 texinfos to 54
Reduced 23 texdatas to 20 (597 bytes to 507)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp
Wrote ZIP buffer, estimated size 910, actual size 696
0 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn"

Valve Software - vvis.exe (Nov  2 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.prt
284 portalclusters
760 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 (3)
Optimized: 67 visible clusters (0.12%)
Total clusters visible: 56329
Average clusters visible: 198
Building PAS...
Average clusters audible: 281
visdatasize:22652  compressed from 22720
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp
3 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn"

Valve Software - vrad.exe SSE (Nov  2 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp
Setting up ray-trace acceleration structure... Done (0.12 seconds)
1228 faces
796063 square feet [114633088.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1228 patches before subdivision
40342 patches after subdivision
sun extent from map=0.000000
79 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 8360971, max 756
transfer lists:  63.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(112819, 94721, 93591)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(38780, 28953, 28503)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(15159, 10075, 9765)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(5826, 3478, 3337)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(2324, 1254, 1194)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(914, 449, 424)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(367, 165, 155)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(146, 60, 56)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(59, 22, 21)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(23, 8, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(9, 3, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(4, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0161 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
4 of 70 (5% 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                   5/1024          240/49152    ( 0.5%)
brushes                123/8192         1476/98304    ( 1.5%)
brushsides            1076/65536        8608/524288   ( 1.6%)
planes                1072/65536       21440/1310720  ( 1.6%)
vertexes              1725/65536       20700/786432   ( 2.6%)
nodes                  558/65536       17856/2097152  ( 0.9%)
texinfos                54/12288        3888/884736   ( 0.4%)
texdata                 20/2048          640/65536    ( 1.0%)
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                 1228/65536       68768/3670016  ( 1.9%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              462/65536       25872/3670016  ( 0.7%)
leaves                 564/65536       18048/2097152  ( 0.9%)
leaffaces             1764/65536        3528/131072   ( 2.7%)
leafbrushes            582/65536        1164/131072   ( 0.9%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             7766/512000      31064/2048000  ( 1.5%)
edges                 4458/256000      17832/1024000  ( 1.7%)
LDR worldlights         79/8192         6952/720896   ( 1.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips            103/32768        1030/327680   ( 0.3%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          1734/65536        3468/131072   ( 2.6%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     1162612/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       22652/16777216 ( 0.1%)
entdata               [variable]        4428/393216   ( 1.1%)
LDR ambient table      564/65536        2256/262144   ( 0.9%)
HDR ambient table      564/65536        2256/262144   ( 0.9%)
LDR leaf ambient      2500/65536       70000/1835008  ( 3.8%)
HDR leaf ambient       564/65536       15792/1835008  ( 0.9%)
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]           1/12       ( 8.3%)
pakfile               [variable]         696/0        ( 0.0%)
physics               [variable]       56338/4194304  ( 1.3%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 3369
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jump_augaspawn.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf"  +map "jump_augaspawn" -steam

Thanks.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
The default brightness of light_spots is generally too weak to be seen. You have to crank it up significantly higher to get a brightness level comparable to a regular light (try 1000-2000 for starters). Also, make sure the origin of the light_spot is outside any models or brushes.
 

dipp doop

L1: Registered
Nov 7, 2016
30
0
The default brightness of light_spots is generally too weak to be seen. You have to crank it up significantly higher to get a brightness level comparable to a regular light (try 1000-2000 for starters). Also, make sure the origin of the light_spot is outside any models or brushes.

Ok Thanks dude :D