Light Not Affect To Brushes

Macanick

L1: Registered
Dec 12, 2016
45
8
It was ok when i first place the light, but after i final compiled maps
all the light is broke and not affect to brushes it looks like this :

50126-ffd0cb1ddc2bf11b5d7ee57174876001.jpg


Its affect to player's first view and other things but not the brush sides, this light colored white
it is same when i recompile with fast option, since i first final compiled map this situation keep happening

but strangely some lights are not, it works normally

50127-0c2a968c1657eb5cb459e3d22f0a8290.jpg


(you can see player model is white-bright but maps are red because only red light affect to maps)

here's property of red lights which works normally

50128-60a8edcc1cea0fd5fa742d105345ad2b.jpg


i tried to copy this property and change color to white, but it isn't work when change color to color with no saturation. it broke and not affected to maps
 

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Tumby

aa
May 12, 2013
1,084
1,192
[Whoops double post, brain still waking up]
Oh and be careful with the "Appearance" settings as well. Basically, the source engine doesn't like it when a light is even given the ability to change. At most you can try giving all lights in a room the exact same settings. Once there are more than 4 dynamic lights hitting a surface, you are screwed.
I'm sure the compile-log actually mentions it when you have too many dynamic lights.
 

Macanick

L1: Registered
Dec 12, 2016
45
8
[Whoops double post, brain still waking up]
Oh and be careful with the "Appearance" settings as well. Basically, the source engine doesn't like it when a light is even given the ability to change. At most you can try giving all lights in a room the exact same settings. Once there are more than 4 dynamic lights hitting a surface, you are screwed.
I'm sure the compile-log actually mentions it when you have too many dynamic lights.

Can you explain the reason why this problem happen that were worked normally at first?
It worked everything fine except that named lights
but after i got that problem the situation became vice versa like now
 

henke37

aa
Sep 23, 2011
2,075
515
The source engine has a limit on how many changing lightmap lights each brush face can receive. When they are used correctly, it's not an issue. But if you do it incorrectly, badness happens.
 

Tumby

aa
May 12, 2013
1,084
1,192
The engine just isn't built around things being dynamic, like newer engines are. Source is all about things being static and pre-computed. (This is why you have to run VRAD.exe in the first place.) And all this means that the more dynamic things you have, the worse everything gets. Sometimes things simply look ugly and work ok, but other times things just don't work at all.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Got a compile log?
 

Macanick

L1: Registered
Dec 12, 2016
45
8
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -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\dr_castlebleck_d"

Valve Software - vbsp.exe (Feb 17 2017)
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\dr_castlebleck_d.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 (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2676 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/castle_bleck_skybox*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/castle_bleck_skybox*.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 (3) (1430137 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10926 texinfos to 6516
Reduced 60 texdatas to 59 (1785 bytes to 1763)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
Wrote ZIP buffer, estimated size 82116, actual size 81902
12 seconds elapsed

Compile Complete for this module.
VBSP Completed: 2017년 6월 7일 수요일, 오후 7:43:47
VBSP: Compile time: 12 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -fast -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\dr_castlebleck_d"

Valve Software - vvis.exe (Feb 17 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.prt
1829 portalclusters
6152 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 181936 visible clusters (6.78%)
Total clusters visible: 2684052
Average clusters visible: 1467
Building PAS...
Average clusters audible: 1777
visdatasize:819679 compressed from 848656
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
3 seconds elapsed

Compile Complete for this module.
VVIS Completed: 2017년 6월 7일 수요일, 오후 7:43:51
VVIS: Compile time: 3 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -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\dr_castlebleck_d"

Valve Software - vrad.exe SSE (Feb 17 2017)

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\dr_castlebleck_d.bsp
Setting up ray-trace acceleration structure... Done (1.39 seconds)
21866 faces
15 degenerate faces
11941650 square feet [1719597568.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
21851 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
306189 patches after subdivision
sun extent from map=0.052336
88 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (84)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (170)
transfers 55061553, max 1916
transfer lists: 420.1 megs
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Build Patch/Sample Hash Table(s).....Done<0.2513 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
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 (47)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 448/1024 21504/49152 (43.8%)
brushes 3227/8192 38724/98304 (39.4%)
brushsides 37527/65536 300216/524288 (57.3%)
planes 53464/65536 1069280/1310720 (81.6%) VERY FULL!
vertexes 38784/65536 465408/786432 (59.2%)
nodes 10068/65536 322176/2097152 (15.4%)
texinfos 6516/12288 469152/884736 (53.0%)
texdata 59/2048 1888/65536 ( 2.9%)
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 21866/65536 1224496/3670016 (33.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14453/65536 809368/3670016 (22.1%)
leaves 10517/65536 336544/2097152 (16.0%)
leaffaces 24333/65536 48666/131072 (37.1%)
leafbrushes 6778/65536 13556/131072 (10.3%)
areas 5/256 40/2048 ( 2.0%)
surfedges 165812/512000 663248/2048000 (32.4%)
edges 96988/256000 387952/1024000 (37.9%)
LDR worldlights 88/8192 7744/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2843/32768 28430/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 42924/65536 85848/131072 (65.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 95/512 33440/180224 (18.6%)
LDR lightdata [variable] 7316288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 819679/16777216 ( 4.9%)
entdata [variable] 609366/393216 (155.0%) VERY FULL!
LDR ambient table 10517/65536 42068/262144 (16.0%)
HDR ambient table 10517/65536 42068/262144 (16.0%)
LDR leaf ambient 18974/65536 531272/1835008 (29.0%)
HDR leaf ambient 10517/65536 294476/1835008 (16.0%)
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] 81902/0 ( 0.0%)
physics [variable] 1430137/4194304 (34.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 62219
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
5 minutes, 53 seconds elapsed

Compile Complete for this module.
VRAD Completed: 2017년 6월 7일 수요일, 오후 7:49:46
VRAD: planes 53464/65536 1069280/1310720 (81.6%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: entdata [variable] 609366/393216 (155.0%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 5 minutes, 53 seconds elapsed

One Line Summary: 2017-06-07 오후 7:49:46, dr_castlebleck_d.vmf, Team Fortress 2, normal , fast, normal, 00:00:13, 00:00:03, 00:05:55, 00:06:11
History.csv was updated.

Compile Summary - job mode: FAST
Map Name: dr_castlebleck_d.vmf
VBSP - mode:normal , 12 seconds, 00:00:13 elapsed
VVIS - mode:fast, 3 seconds, 00:00:03 elapsed
VRAD - mode:normal, 5 minutes, 53 seconds(LDR), n/a(HDR), 00:05:55 elapsed
Total Compile time: 00:06:11
 

Freyja

aa
Jul 31, 2009
2,994
5,813
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(nan, nan, nan)

Something is breaking the bouncing of light and is returning not a number

Make sure your map origin (0,0,0 point) is not inside a brush, and that there are also no lights inside a brush.
 

Macanick

L1: Registered
Dec 12, 2016
45
8
looks still same... :(

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -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\dr_castlebleck_d"

Valve Software - vbsp.exe (Feb 17 2017)
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\dr_castlebleck_d.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 (1)
Find Visible Detail Sides...
Merged 2676 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/castle_bleck_skybox*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/castle_bleck_skybox*.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 (2) (1430497 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10935 texinfos to 6521
Reduced 60 texdatas to 59 (1785 bytes to 1763)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
Wrote ZIP buffer, estimated size 82116, actual size 81902
13 seconds elapsed

Compile Complete for this module.
VBSP Completed: 2017년 6월 7일 수요일, 오후 9:38:00
VBSP: Compile time: 13 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -fast -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\dr_castlebleck_d"

Valve Software - vvis.exe (Feb 17 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.prt
1844 portalclusters
6210 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 182174 visible clusters (6.78%)
Total clusters visible: 2688775
Average clusters visible: 1458
Building PAS...
Average clusters audible: 1792
visdatasize:829173 compressed from 855616
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
3 seconds elapsed

Compile Complete for this module.
VVIS Completed: 2017년 6월 7일 수요일, 오후 9:38:04
VVIS: Compile time: 3 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -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\dr_castlebleck_d"

Valve Software - vrad.exe SSE (Feb 17 2017)

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\dr_castlebleck_d.bsp
Setting up ray-trace acceleration structure... Done (1.52 seconds)
21888 faces
15 degenerate faces
11979465 square feet [1725042944.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
21873 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
306479 patches after subdivision
sun extent from map=0.052336
88 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (85)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (180)
transfers 55095580, max 1926
transfer lists: 420.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(nan, nan, nan)
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Bounce #5 added RGB(nan, nan, nan)
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Bounce #6 added RGB(nan, nan, nan)
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Bounce #7 added RGB(nan, nan, nan)
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Bounce #8 added RGB(nan, nan, nan)
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Bounce #9 added RGB(nan, nan, nan)
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Bounce #10 added RGB(nan, nan, nan)
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Bounce #11 added RGB(nan, nan, nan)
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Bounce #12 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(nan, nan, nan)
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Bounce #14 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(nan, nan, nan)
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Bounce #16 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(nan, nan, nan)
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Bounce #18 added RGB(nan, nan, nan)
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Bounce #19 added RGB(nan, nan, nan)
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Bounce #20 added RGB(nan, nan, nan)
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Bounce #21 added RGB(nan, nan, nan)
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Bounce #22 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #24 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(nan, nan, nan)
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Bounce #26 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #27 added RGB(nan, nan, nan)
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Bounce #28 added RGB(nan, nan, nan)
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Bounce #29 added RGB(nan, nan, nan)
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Bounce #30 added RGB(nan, nan, nan)
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Bounce #31 added RGB(nan, nan, nan)
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Bounce #32 added RGB(nan, nan, nan)
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Bounce #33 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #35 added RGB(nan, nan, nan)
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Bounce #36 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(nan, nan, nan)
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Bounce #38 added RGB(nan, nan, nan)
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Bounce #39 added RGB(nan, nan, nan)
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Bounce #40 added RGB(nan, nan, nan)
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Bounce #41 added RGB(nan, nan, nan)
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Bounce #42 added RGB(nan, nan, nan)
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Bounce #43 added RGB(nan, nan, nan)
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Bounce #44 added RGB(nan, nan, nan)
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Bounce #45 added RGB(nan, nan, nan)
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Bounce #46 added RGB(nan, nan, nan)
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Bounce #47 added RGB(nan, nan, nan)
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Bounce #48 added RGB(nan, nan, nan)
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Bounce #49 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #50 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #51 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #52 added RGB(nan, nan, nan)
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Bounce #53 added RGB(nan, nan, nan)
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Bounce #54 added RGB(nan, nan, nan)
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Bounce #55 added RGB(nan, nan, nan)
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Bounce #56 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #57 added RGB(nan, nan, nan)
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Bounce #58 added RGB(nan, nan, nan)
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Bounce #59 added RGB(nan, nan, nan)
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Bounce #60 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #61 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #62 added RGB(nan, nan, nan)
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Bounce #63 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #64 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #65 added RGB(nan, nan, nan)
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Bounce #67 added RGB(nan, nan, nan)
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Bounce #68 added RGB(nan, nan, nan)
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Bounce #69 added RGB(nan, nan, nan)
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Bounce #70 added RGB(nan, nan, nan)
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Bounce #71 added RGB(nan, nan, nan)
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Bounce #72 added RGB(nan, nan, nan)
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Bounce #75 added RGB(nan, nan, nan)
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Bounce #76 added RGB(nan, nan, nan)
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Bounce #77 added RGB(nan, nan, nan)
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Bounce #80 added RGB(nan, nan, nan)
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Bounce #81 added RGB(nan, nan, nan)
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Bounce #82 added RGB(nan, nan, nan)
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Bounce #83 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #84 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #85 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #86 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #87 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #88 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #89 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #90 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #91 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #92 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #93 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #94 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #95 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #96 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #97 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #98 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #99 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #100 added RGB(nan, nan, nan)
Build Patch/Sample Hash Table(s).....Done<0.1428 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
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 (41)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 448/1024 21504/49152 (43.8%)
brushes 3228/8192 38736/98304 (39.4%)
brushsides 37533/65536 300264/524288 (57.3%)
planes 53464/65536 1069280/1310720 (81.6%) VERY FULL!
vertexes 38858/65536 466296/786432 (59.3%)
nodes 10095/65536 323040/2097152 (15.4%)
texinfos 6521/12288 469512/884736 (53.1%)
texdata 59/2048 1888/65536 ( 2.9%)
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 21888/65536 1225728/3670016 (33.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14458/65536 809648/3670016 (22.1%)
leaves 10544/65536 337408/2097152 (16.1%)
leaffaces 24391/65536 48782/131072 (37.2%)
leafbrushes 6796/65536 13592/131072 (10.4%)
areas 5/256 40/2048 ( 2.0%)
surfedges 165947/512000 663788/2048000 (32.4%)
edges 97058/256000 388232/1024000 (37.9%)
LDR worldlights 88/8192 7744/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2839/32768 28390/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 42876/65536 85752/131072 (65.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 95/512 33440/180224 (18.6%)
LDR lightdata [variable] 7327972/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 829173/16777216 ( 4.9%)
entdata [variable] 609366/393216 (155.0%) VERY FULL!
LDR ambient table 10544/65536 42176/262144 (16.1%)
HDR ambient table 10544/65536 42176/262144 (16.1%)
LDR leaf ambient 19145/65536 536060/1835008 (29.2%)
HDR leaf ambient 10544/65536 295232/1835008 (16.1%)
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] 81902/0 ( 0.0%)
physics [variable] 1430497/4194304 (34.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 62290
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
5 minutes, 48 seconds elapsed

Compile Complete for this module.
VRAD Completed: 2017년 6월 7일 수요일, 오후 9:43:54
VRAD: planes 53464/65536 1069280/1310720 (81.6%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: entdata [variable] 609366/393216 (155.0%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 5 minutes, 48 seconds elapsed

One Line Summary: 2017-06-07 오후 9:43:55, dr_castlebleck_d.vmf, Team Fortress 2, normal , fast, normal, 00:00:15, 00:00:04, 00:05:50, 00:06:10
History.csv was updated.

Compile Summary - job mode: FAST
Map Name: dr_castlebleck_d.vmf
VBSP - mode:normal , 13 seconds, 00:00:15 elapsed
VVIS - mode:fast, 3 seconds, 00:00:04 elapsed
VRAD - mode:normal, 5 minutes, 48 seconds(LDR), n/a(HDR), 00:05:50 elapsed
Total Compile time: 00:06:10
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Have you tried running VVIS on normal instead of fast? VVIS on fast is basically no VVIS at all.

Also, these look bad (but don't seem to be your issue here):

Code:
VRAD: planes 53464/65536 1069280/1310720 (81.6%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: entdata [variable] 609366/393216 (155.0%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!

Oh and next time, if you post a compile log put it in a
tag so it doesn't take ages to scroll down.