Map Stuck on Fullbright

Jul 26, 2015
694
819
My map all of a sudden insists on rendering fullbright no matter what, despite having a light_environment and plenty of other light entities. I have not been able to find any leaks.

I tried entering mat_fullbright 0, but it doesn't do anything.

** 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\ctf_unintelligence_a1a.vmf"

Valve Software - vbsp.exe (Mar 2 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\ctf_unintelligence_a1a.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 140 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\ctf_unintelligence_a1a.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_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 (0) (256103 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 484 texinfos to 333
Reduced 62 texdatas to 59 (1345 bytes to 1245)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a.bsp
Wrote ZIP buffer, estimated size 485, actual size 405
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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a"

Valve Software - vvis.exe (Mar 2 2016)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a.prt
401 portalclusters
918 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 8096 visible clusters (6.87%)
Total clusters visible: 117789
Average clusters visible: 293
Building PAS...
Average clusters audible: 398
visdatasize:43480 compressed from 44912
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a.bsp
0 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\ctf_unintelligence_a1a"

Valve Software - vrad.exe SSE (Mar 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\ctf_unintelligence_a1a.bsp
Setting up ray-trace acceleration structure... Done (1.15 seconds)
2688 faces
2 degenerate faces
769606 square feet [110823264.00 square inches]
57 Displacements
63780 Square Feet [9184349.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_unintelligence_a1a.bsp"
 
Jul 26, 2015
694
819
are you sure the light_env is enabled?
Stupid question, but you can disable the thing, so maybe?

I can't even see how I would disable it. There's no keyvalue to make it start disabled, and I don't have any inputs on it.

Might it be because you're running fast vvis?

It worked fine before today. I also get the same problem when I compile with normal vvis.
 
Jul 6, 2015
1,425
819
I can't even see how I would disable it. There's no keyvalue to make it start disabled, and I don't have any inputs on it.
Stupid question, but you can disable the thing,
Disclaim'd
Also have you tried deleting the light_env and compiling then putting in another one and re-doing the settings?
 

sooshey

:3c
aa
Jan 7, 2015
514
410
I don't know a whole lot about issues like this, but if all else fails, you could try that copy-paste-into-a-new-vmf trick.
 
Oct 6, 2008
1,947
445
you have a leak or game set to full bright?
 
Jul 26, 2015
694
819
I don't know a whole lot about issues like this, but if all else fails, you could try that copy-paste-into-a-new-vmf trick.

Hammer seems to hate that idea.

you have a leak or game set to full bright?

There are no leaks, and I have tried mat_fullbright 0. Still doesn't work.
 
Jul 26, 2015
694
819
There's your problem. Have you tried alt-p in hammer? If that works, use the cordon tool to compile different areas of your map until you find where the problem light is: https://developer.valvesoftware.com/wiki/Unknown_light_specifier_type

So I cordoned off a section that appears to be the problem:
1f665cb22f.png


There are absolutely no light entities in this cordon.

Apparently the problem seems to be the stair steps? I removed them and vrad runs normally, albeit it still says the "unknown light specifier type" part. I don't know why that would be causing the problem...
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
Maybe there's something wrong with your lights.rad. That appears to be where the error is.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Maybe there's something wrong with your lights.rad. That appears to be where the error is.
Nope, you've missed the actual error and found an error that doesn't cause any problems.

@Lampenpam and @LeSwordfish you both also missed the cause somehow??

...91 faces
2 degenerate faces
5096 square feet...

@Mikroscopic You've got two degenerate faces inside that cordon box. they're probably triangular brushes somewhere in that staircase. A degenerate face has zero area. They're often caused by vertex manipulating two edges together and then not welding the verts that overlap. Sometimes this is user error, sometimes it's not.

Delete the brushes that have degenerate faces and recreate them carefully so you don't re-make the degenerate faces and the stack overflow should disappear.

EDIT:
I missed the compile log because it was in a spoiler tag, but the degenerate faces error is even in the first post of the thread.

You all need to get better at reading your compile logs people, this issue took two days to solve but should have taken two minutes!
 
Last edited:

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
i'm having the same problem

You should make a new thread instead, so ppl can dicuss in detail without having to bump an old thread

But have you check all the errors like suggestions above? Usually it always cause by leaks