I compiled my map and it made my whole singleplayer games fullbright

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Seitan

L3: Member
Oct 30, 2015
135
8
I compiled my map and received several overlay errors on my compile log, I fixed them, compiled again and boom, my map went fullbright, I thought I forgot to check the light entities on the visgroups window, but they were included in the compile, I checked if VRAD didn't crash during compiling, it didn't happen either, I tried typing sv_cheats 1 and then mat_fullbright 0, It didn't work, mat_fullbright is set to 1 instantly, it's like setting its value to 0 doesn't even work.

I created a thread on Steam's TF2 Forums, I tried everything but all of my singleplayer games are still fullbright, when I join a multiplayer server my lighting is ok, but singleplayer is completely fullbright.

Is it possible for Hammer to eff up your game's graphical settings?
How can I fix this?

C09E904BBCEF7FDAD7FFC91B8DD85E7841FDE65B

Example of this issue by loading Gravel Pit on singleplayer.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Truly adding "mat_fullbright 0" to your autoexec config in your tf/cfg folder. To make a config if there isn't one already there, create a notepad file (a txt file), write what you want in it, save it, then manually change the file format in the file explorer from ".txt" to ".cfg". To be able to see file formats in the file explorer, there should be a check box in the "view" tab at he top of the window. The final name of the file should be "autoexec.cfg" without the quotation marks.

I'm not sure if this will fix your issue, however. You could also verify your game cache to make sure your download of the game hasn't gotten bugged by some off chance.
 

Seitan

L3: Member
Oct 30, 2015
135
8
Truly adding "mat_fullbright 0" to your autoexec config in your tf/cfg folder. To make a config if there isn't one already there, create a notepad file (a txt file), write what you want in it, save it, then manually change the file format in the file explorer from ".txt" to ".cfg". To be able to see file formats in the file explorer, there should be a check box in the "view" tab at he top of the window. The final name of the file should be "autoexec.cfg" without the quotation marks.

I'm not sure if this will fix your issue, however. You could also verify your game cache to make sure your download of the game hasn't gotten bugged by some off chance.
I already did a autoexec file with mat_fullbright 0 and veryfied my game cache, seems like this cannot be fixed
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
This sounds suspiciously similar to the time I got locked out of having mat_specular on. For the record, the only thing that worked was putting it in the launch options in Steam, and then eventually reinstalling the game from scratch on a fresh Windows install.

When you say "single player games", do you mean this only happens when you try to launch a map from the console, and that joining public servers works fine, or that this somehow has affected all your Source games?
 

Seitan

L3: Member
Oct 30, 2015
135
8
This sounds suspiciously similar to the time I got locked out of having mat_specular on. For the record, the only thing that worked was putting it in the launch options in Steam, and then eventually reinstalling the game from scratch on a fresh Windows install.

When you say "single player games", do you mean this only happens when you try to launch a map from the console, and that joining public servers works fine, or that this somehow has affected all your Source games?
This only happens when I create a singleplayer server, if I join a multiplayer one there's no fullbright
 

Seitan

L3: Member
Oct 30, 2015
135
8
I tried turning mat_fullbright 1 and then turning it off on another Source engine games and it worked, it's very weird that mat_fullbright 0 doesn't work on TF2 for me
 

Seitan

L3: Member
Oct 30, 2015
135
8
I loaded another maps on singleplayer, arena, ctf, pl, koth, the lighting is ok on every map, this is only messing up with some CP maps, they have light_environment and there's no leaks at all.

What the hell is going on here?
 

Seitan

L3: Member
Oct 30, 2015
135
8
Okay so I can disable fullbright on every map, but not on mine, it's like I don't even have a light_environment, there's no leaks, what can I do?
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Someone has already said this but you didn't respond to it.

Are you sure you're compiling with LDR lighting enabled?
 

Seitan

L3: Member
Oct 30, 2015
135
8
Someone has already said this but you didn't respond to it.

Are you sure you're compiling with LDR lighting enabled?
Yeah, I'm pretty sure I am, anyways how can I confirm I'm compiling with LDR enabled?
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
The compile log will make it clear.

Also, you generally want a light_environment so that you get some light.
 

Seitan

L3: Member
Oct 30, 2015
135
8
The compile log will make it clear.

Also, you generally want a light_environment so that you get some light.

My 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\Seitann\Documents\Mapas\cp_beidian_a3.vmf"

Valve Software - vbsp.exe (Feb 13 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.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 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 888 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_night_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 (5) (1244342 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 3872 texinfos to 2047
Reduced 130 texdatas to 113 (4157 bytes to 3664)
Writing C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.bsp
Wrote ZIP buffer, estimated size 19071, actual size 13899
16 seconds elapsed
13.780170 3.625153 0.000000
13.780170 0.438848 0.000000
13.780170 3.509040 0.000000
13.001991 3.625151 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** 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\Seitann\Documents\Mapas\cp_beidian_a3"

Valve Software - vvis.exe (Feb 13 2017)
8 threads
reading c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
reading c:\users\seitann\documents\mapas\cp_beidian_a3.prt
2575 portalclusters
6171 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (285)
Optimized: 4440 visible clusters (0.55%)
Total clusters visible: 803127
Average clusters visible: 311
Building PAS...
Average clusters audible: 718
visdatasize:544956 compressed from 1689200
writing c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
4 minutes, 46 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\Seitann\Documents\Mapas\cp_beidian_a3"

Valve Software - vrad.exe SSE (Feb 13 2017)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
Setting up ray-trace acceleration structure... Done (6.46 seconds)
37224 faces
31051478 square feet [4471412736.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
37224 patches before subdivision
3035210 patches after subdivision
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
light has _fifty_percent_distance of 140.000000 but _zero_percent_distance of 60.000000
light has _fifty_percent_distance of 288.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 288.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 288.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 288.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 228.000000 but _zero_percent_distance of 66.000000
light has _fifty_percent_distance of 374.000000 but _zero_percent_distance of 196.000000
light has _fifty_percent_distance of 388.000000 but _zero_percent_distance of 124.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 336.000000 but _zero_percent_distance of 144.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 336.000000 but _zero_percent_distance of 144.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 392.000000 but _zero_percent_distance of 200.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 491.000000 but _zero_percent_distance of 200.000000
light has _fifty_percent_distance of 140.000000 but _zero_percent_distance of 60.000000
light has _fifty_percent_distance of 589.000000 but _zero_percent_distance of 245.000000
light has _fifty_percent_distance of 452.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 452.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 404.000000 but _zero_percent_distance of 152.000000
light has _fifty_percent_distance of 404.000000 but _zero_percent_distance of 152.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 737.000000 but _zero_percent_distance of 367.000000
light has _fifty_percent_distance of 402.000000 but _zero_percent_distance of 250.000000
light has _fifty_percent_distance of 605.000000 but _zero_percent_distance of 245.000000
light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
light has _fifty_percent_distance of 494.000000 but _zero_percent_distance of 178.000000
light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
light has _fifty_percent_distance of 903.000000 but _zero_percent_distance of 459.000000
light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 280.000000
light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 280.000000
light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 280.000000
light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 280.000000
light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 188.000000
light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 188.000000
light has _fifty_percent_distance of 781.000000 but _zero_percent_distance of 441.000000
light has _fifty_percent_distance of 1043.000000 but _zero_percent_distance of 575.000000
light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
light has _fifty_percent_distance of 705.000000 but _zero_percent_distance of 274.000000
light has _fifty_percent_distance of 312.000000 but _zero_percent_distance of 152.000000
light has _fifty_percent_distance of 312.000000 but _zero_percent_distance of 152.000000
light has _fifty_percent_distance of 196.000000 but _zero_percent_distance of 28.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
light has _fifty_percent_distance of 712.000000 but _zero_percent_distance of 336.000000
sun extent from map=0.052336
909 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (909)
BuildVisLeafs: 0Out of memory or address space. Texture quality setting may be too high.


** Executing...
** Command: Copy File
** Parameters: "C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_beidian_a3.bsp"
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
13.780170 3.625153 0.000000
13.780170 0.438848 0.000000
13.780170 3.509040 0.000000
13.001991 3.625151 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Can sometimes cause problems

light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
etc.
This is likely causing your problem for sure. The first value (50% falloff) is larger than the second value (0% falloff), when it should be the other way around (50% value is smaller than the 0% value).

I'd recommend swapping them around or removing the values from them outright, as they're only really commonly used to specifically control lighting in certain situations.
 

Seitan

L3: Member
Oct 30, 2015
135
8
Can sometimes cause problems


This is likely causing your problem for sure. The first value (50% falloff) is larger than the second value (0% falloff), when it should be the other way around (50% value is smaller than the 0% value).

I'd recommend swapping them around or removing the values from them outright, as they're only really commonly used to specifically control lighting in certain situations.
How can I find the light entities causing the second problem?
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
How can I find the light entities causing the second problem?
Since there's so many entries of it, I'm thinking almost all your light entities have that problem.

You can easily find and select all the lights you have by going to Map > Entity Report and then checking By class (bottom right) and typing light. You can then ctrl+select all the lights and change the values of all of them to the values you want (or delete it to stop the problem outright)
 

Seitan

L3: Member
Oct 30, 2015
135
8
I fixed the lights, but the map is still fullbright, here's the updated 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\Seitann\Documents\Mapas\cp_beidian_a3.vmf"

Valve Software - vbsp.exe (Feb 13 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.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 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 888 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_night_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 (3) (1244342 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 3872 texinfos to 2047
Reduced 130 texdatas to 113 (4157 bytes to 3664)
Writing C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.bsp
Wrote ZIP buffer, estimated size 19071, actual size 13899
18 seconds elapsed
13.780170 3.625153 0.000000
13.780170 0.438848 0.000000
13.780170 3.509040 0.000000
13.001991 3.625151 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** 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\Seitann\Documents\Mapas\cp_beidian_a3"

Valve Software - vvis.exe (Feb 13 2017)
8 threads
reading c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
reading c:\users\seitann\documents\mapas\cp_beidian_a3.prt
2575 portalclusters
6171 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (275)
Optimized: 4440 visible clusters (0.55%)
Total clusters visible: 803127
Average clusters visible: 311
Building PAS...
Average clusters audible: 718
visdatasize:544956 compressed from 1689200
writing c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
4 minutes, 37 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\Seitann\Documents\Mapas\cp_beidian_a3"

Valve Software - vrad.exe SSE (Feb 13 2017)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
Setting up ray-trace acceleration structure... Done (5.91 seconds)
37224 faces
31051478 square feet [4471412736.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
37224 patches before subdivision
3035210 patches after subdivision
sun extent from map=0.052336
909 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (793)
BuildVisLeafs: 0Out of memory or address space. Texture quality setting may be too high.


** Executing...
** Command: Copy File
** Parameters: "C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_beidian_a3.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" -console -novid -staticproplighting +map "cp_beidian_a3" -steam
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
BuildVisLeafs: 0Out of memory or address space. Texture quality setting may be too high.
I've never seen an error message attached to a BuildVisLeafs crash like this, so I don't know if it's any different...but I would try some lightmap optimization to give vrad an easier time. I read that complex visleafs can cause problems with vrad as well.

Also, what is -staticproplighting doing in your launch options? That goes in vrad's parameters (expert compile, insert before -game).