[FIXED] Fullbright (vvis, vrad problem)

cevogamer1986

L1: Registered
May 7, 2018
7
0
Hey, so yesterday I decided to make a TF2 map and when I ran the map it was in a fullbright mode. (I tried fixing it by many different ways, for example: adding skybox, removing skybox, using "light_environment", replacing the old vvis.exe, vvis.dll, vrad.exe, vrad.dll by SDK Source 2013 Multiplayer's ones etc. You can find some screenshots below. It has to do something with the vvis and vvrad, because it does literally nothing in the compile log, it only gets executed:


** 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\Martin\Desktop\mapping\Team Fortress 2\Pls\testlight.vmf"

Valve Software - vbsp.exe (Mar 6 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Martin\Desktop\mapping\Team Fortress 2\Pls\testlight.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Martin\Desktop\mapping\Team Fortress 2\Pls\testlight.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_upward to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_upward 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 (1) (4399 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7 texinfos to 5
Reduced 3 texdatas to 3 (57 bytes to 57)
Writing C:\Users\Martin\Desktop\mapping\Team Fortress 2\Pls\testlight.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 second 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:\Users\Martin\Desktop\mapping\Team Fortress 2\Pls\testlight"

Valve Software - vvis.exe (Jun 14 2017)

** 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\Martin\Desktop\mapping\Team Fortress 2\Pls\testlight"

Valve Software - vrad.exe SSE (Jun 14 2017)

Valve Radiosity Simulator

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Martin\Desktop\mapping\Team Fortress 2\Pls\testlight.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\testlight.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 "testlight" -steam


In game:
ingame.png

In hammer:
inhammer.png
 

henke37

aa
Sep 23, 2011
2,075
515
Looks like vvis and vrad dies instantly. They are obviously not doing their jobs.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Well for a start, the light_environment entity casts light from all 'tools/skybox' textured surfaces (instead of from itself) because it is meant to recreate natural lighting coming from the sky, and you have no sky.

But I see an ordinary 'light' entity in there as well, so that should be providing some light.

Also I recognized this thread and realized you had previously posted it on the Souce SDK discussions on Steam, where I had also replied to you. You marked that thread as "[Fixed]" but now you're asking the same thing here? So what did you "fix", or is it fixed at all?
 

cevogamer1986

L1: Registered
May 7, 2018
7
0
Well for a start, the light_environment entity casts light from all 'tools/skybox' textured surfaces (instead of from itself) because it is meant to recreate natural lighting coming from the sky, and you have no sky.

But I see an ordinary 'light' entity in there as well, so that should be providing some light.

Also I recognized this thread and realized you had previously posted it on the Souce SDK discussions on Steam, where I had also replied to you. You marked that thread as "[Fixed]" but now you're asking the same thing here? So what did you "fix", or is it fixed at all?
I posted both threads the same day, and completely forgot I posted it here as well. My bad, sorry.
I fixed it by installing 32bit version of Microsoft Visual C++ 2015.
 

henke37

aa
Sep 23, 2011
2,075
515
You mean just the runtime library. Not the actual IDE.