HDR light problems.

Drexen

L2: Junior Member
Dec 16, 2008
87
15
I have been creating my new jump map (jump drexen) and i have had some HDR lighting problems.

Almost all of my spot_lights don't reflect onto the walls and in some places the rooms are pitch black (except from the glow of the point_spotlight). I compile the map with the fullest HDR setting and if you look at the pictures you can get a better idea of what i mean. (also when i change the video settings to turn HDR off i still get the same problem)

P.S. my light_environment works fine, its only the reflection on the walls of the spot_light entity.

Please reply with answer
:confused::confused::confused::confused::confused::confused::confused:

5283470914092d4f


528347821ce86974


528348587f013f7c
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
I have been creating my new map and i have had some HDR lighting problems.

Almost all of my spot_lights don't reflect onto the walls and in some places the rooms are pitch black (except from the glow of the point_spotlight). I compile the map with the fullest HDR setting and if you look at the pictures you can get a better idea of what i mean. (also when i change the video settings to turn HDR off i still get the same problem)

P.S. my light_environment works fine, its only the reflection on the walls of the spot_light entity.

Please reply with answer



 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
Most likely you have a leak. Check your compile log.

Either that or your light_spot's are inside the models, thus blocking all light from them.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Sorry I cant help with the problem, but the blue lights in screenshot #3 look sexy :)
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Still not working

Most likely you have a leak.
Either that or your light_spot's are inside the models.

I'm certain that i don't have any holes in map. I think that most of my spot lights are in the props, but the only strange thing is is that some of the spot lights accualy show, even though they are in the prop.
I will move some of the spot lights that don't work and see if it will fix them. If this works i have a lot of lights to move :(:(:(:(:(

...

Just changed some of the lights and moved them clear from the props, but the spot lights still don't show on the walls like the pics.

It was a good idea but i am thinking its something to do with the settings of the lights or the HDR or something like that.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
After a compile, go to Map > Load Pointfile. It'll draw a nice straight red line where the hole is. Also, read your compile log, it'll say if the BSP leaks. This isn't an HDR problem, it's a leak. All HDR does is add to the lighting, which isn't there to start with.
 

slix00

L1: Registered
Apr 15, 2008
21
1
I don't know what you did with those lights in the blue screenshot, but they look awesome.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Have you also added normal lights and not just the effect? point_spotlight only gives that effect but doesnt cast light in the map. For each of them you also have to add a light_spot to realy cast the light so that means 2 entitys for 1 light.
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
*sigh*, trust me, there are no leaked, i'm not a beginner mapper. I also know that you need both the spot light and point spot light. I don't have a clue what is the problem but deffinetly no leakes.
In the blue corridor it is cool because there is a dense fog and the point spot lights show up really well in the fog. Should be a pretty cool map when I release it.
Keep posting xD
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Also i forgot to say, this problem only happens when i compile it with full final HDR.
It's fine with no HDR.
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
well... i have lots of spot lights and they all have different values.
Heres the settings for 1 of the lights that dont work:

brightness: 46 121 167 200
brightness HDR: 166 197 219 1
brightness scale hdr: 1
linear: 0
quadratic: 1
50% falloff: 0
0% falloff: 0
hard falloff: -
inner angle: 30
outer angle: 45
focus: 1
max dis: 0


(thats one of the lights in my blu corridor picture)
hope you find the problem with that and i hope thats the info u were askin for.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
brightness HDR: 166 197 219 1

here's your problem, the HDR brightness is set to 1, which is an unbelievably dim light. set it back to 200 like the other one.
infact, unless you know what you're doing leave the brightness HDR well alone, select all the numbers in it's field and hit delete then apply and hammer will reset them to the defaults and it will work again.
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Ah yes, i never noticed that the brightness was 1. Guess i changed the color and forgot to increase brightness. And also thats why only my white lights worked.
I'm compiling now and lets see if it works....

Ok. It looks as if there is no hdr cause the map lighting looks the same as when i run it normal/normal/normal and no hdr. wierd, also the water has the white bloom effect like there was a hole in the map (and there is no holes in hammer).

Any ideas

P.S. (youme please add me on STEAM : Drexen9 or Drexen)
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Ah, this is the problem this time:
2 threads
reading c:\documents and settings\andrew\desktop\source sdk custom maps\jump drexen\jump_drexen.bsp
reading c:\documents and settings\andrew\desktop\source sdk custom maps\jump drexen\jump_drexen.prt
LoadPortals: couldn't read c:\documents and settings\andrew\desktop\source sdk custom maps\jump drexen\jump_drexen.prt



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\documents and settings\andrew\desktop\source sdk custom maps\jump drexen\jump_drexen.bsp
No vis information, direct lighting only.
14339 faces
2 degenerate faces
3012279 square feet [433768256.00 square inches]
74 Displacements
54193 Square Feet [7803884.00 Square Inches]
462 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.1530 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 201/1024 9648/49152 (19.6%)
brushes 5236/8192 62832/98304 (63.9%)
brushsides 34552/65536 276416/524288 (52.7%)
planes 7452/65536 149040/1310720 (11.4%)
vertexes 22920/65536 275040/786432 (35.0%)
nodes 5959/65536 190688/2097152 ( 9.1%)
texinfos 2147/12288 154584/884736 (17.5%)
texdata 247/2048 7904/65536 (12.1%)
dispinfos 74/0 13024/0 ( 0.0%)
disp_verts 4314/0 86280/0 ( 0.0%)
disp_tris 6592/0 13184/0 ( 0.0%)
disp_lmsamples 150488/0 150488/0 ( 0.0%)
faces 14339/65536 802984/3670016 (21.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9521/65536 533176/3670016 (14.5%)
leaves 6161/65536 197152/2097152 ( 9.4%)
leaffaces 16656/65536 33312/131072 (25.4%)
leafbrushes 7839/65536 15678/131072 (12.0%)
areas 21/256 168/2048 ( 8.2%)
surfedges 108001/512000 432004/2048000 (21.1%)
edges 66504/256000 266016/1024000 (26.0%)
LDR worldlights 462/8192 40656/720896 ( 5.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 15/32768 180/393216 ( 0.0%)
waterstrips 1781/32768 17810/327680 ( 5.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 32076/65536 64152/131072 (48.9%)
cubemapsamples 64/1024 1024/16384 ( 6.3%)
overlays 12/512 4224/180224 ( 2.3%)
LDR lightdata [variable] 12351132/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 324563/393216 (82.5%) VERY FULL!
LDR ambient table 6161/65536 24644/262144 ( 9.4%)
HDR ambient table 6161/65536 24644/262144 ( 9.4%)
LDR leaf ambient 25044/65536 701232/1835008 (38.2%)
HDR leaf ambient 6161/65536 172508/1835008 ( 9.4%)
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] 1/24060 ( 0.0%)
pakfile [variable] 6977976/0 ( 0.0%)
physics [variable] 1582630/4194304 (37.7%)
physics terrain [variable] 13920/1048576 ( 1.3%)

Level flags = 0

Total triangle count: 41261
Writing c:\documents and settings\andrew\desktop\source sdk custom maps\jump drexen\jump_drexen.bsp
48 minutes, 2 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\documents and settings\andrew\desktop\source sdk custom maps\jump drexen\jump_drexen.bsp
No vis information, direct lighting only.
14339 faces
2 degenerate faces
3012279 square feet [433768256.00 square inches]
74 Displacements
54193 Square Feet [7803884.00 Square Inches]
462 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.1319 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 201/1024 9648/49152 (19.6%)
brushes 5236/8192 62832/98304 (63.9%)
brushsides 34552/65536 276416/524288 (52.7%)
planes 7452/65536 149040/1310720 (11.4%)
vertexes 22920/65536 275040/786432 (35.0%)
nodes 5959/65536 190688/2097152 ( 9.1%)
texinfos 2147/12288 154584/884736 (17.5%)
texdata 247/2048 7904/65536 (12.1%)
dispinfos 74/0 13024/0 ( 0.0%)
disp_verts 4314/0 86280/0 ( 0.0%)
disp_tris 6592/0 13184/0 ( 0.0%)
disp_lmsamples 150488/0 150488/0 ( 0.0%)
faces 14339/65536 802984/3670016 (21.9%)
hdr faces 14339/65536 802984/3670016 (21.9%)
origfaces 9521/65536 533176/3670016 (14.5%)
leaves 6161/65536 197152/2097152 ( 9.4%)
leaffaces 16656/65536 33312/131072 (25.4%)
leafbrushes 7839/65536 15678/131072 (12.0%)
areas 21/256 168/2048 ( 8.2%)
surfedges 108001/512000 432004/2048000 (21.1%)
edges 66504/256000 266016/1024000 (26.0%)
LDR worldlights 462/8192 40656/720896 ( 5.6%)
HDR worldlights 462/8192 40656/720896 ( 5.6%)
leafwaterdata 15/32768 180/393216 ( 0.0%)
waterstrips 1781/32768 17810/327680 ( 5.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 32076/65536 64152/131072 (48.9%)
cubemapsamples 64/1024 1024/16384 ( 6.3%)
overlays 12/512 4224/180224 ( 2.3%)
LDR lightdata [variable] 12351132/0 ( 0.0%)
HDR lightdata [variable] 12351132/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 324563/393216 (82.5%) VERY FULL!
LDR ambient table 6161/65536 24644/262144 ( 9.4%)
HDR ambient table 6161/65536 24644/262144 ( 9.4%)
LDR leaf ambient 25044/65536 701232/1835008 (38.2%)
HDR leaf ambient 23941/65536 670348/1835008 (36.5%)
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] 1/24060 ( 0.0%)
pakfile [variable] 6977976/0 ( 0.0%)
physics [variable] 1582630/4194304 (37.7%)
physics terrain [variable] 13920/1048576 ( 1.3%)

Level flags = 0

Total triangle count: 41261
Writing c:\documents and settings\andrew\desktop\source sdk custom maps\jump drexen\jump_drexen.bsp
45 minutes, 24 seconds elapsed
------------------------------------------------

If you notice it only compiled the .vrad (didn't do vvis and vbsp)

I will compile again and hope it works this time..... omg it took 45 mins just to do the vrad :(. Such a big map i'm making.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
http://www.interlopers.net/errors/index.php

Put your log into it.
Weird thing is, it doesn't find any errors, so do i.
BTW, you need to use more func_details, because 45 minutes for a compile is way to long.
At the highest it should take 20 minutes for a complete optimized map.
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Yeh, my map isn't really optimized. I am almost finished anyway...

OK, HDR still doesn't work and i'm getting the same wierd problem with the lights.
Here's the stats of 1 of the lights that does work:

brightness: 255 255 255 200
brightness HDR: -1 -1 -1 1
brightness scale HDR: 1
constant:0
linear:0
quadratic:1
50% dis: 0
0% dis:0
hard fall:0
inner angle:40
outer angle:55
focus:1
max dis:0


Heres the stats for 1 that doesn't work:

brightness: 254 83 1 200
brightness HDR:-1 -1 -1 1
brightness scale HDR:1
constant:0
linear:0
quadratic:1
50% dis: 0
0% dis:0
hard fall:0
inner angle:90
outer angle:90
focus:1
max dis: 0


Hope it helps again. Still broken lighting :(
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Check the flags tab, there is an option for "initially dark" which will make the light ineffective until you send it an input.
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Ah yes! I have fixed the problem and my map is looking sexy!
youme, your answer was correct by getting rid of the hdr settings for the lights. I thought it was still broken cause i couldn't see the hdr. I had a command saying -dx level 80. the dx level 80 version doesn't allow me to see hdr. so i set it to dx level 90 and it works fine

Thanks everyone.
My maps is jump drexen and should be out in a couple of days. XD