problem with lighting

unkle

L1: Registered
Sep 11, 2018
12
0
was testing my map with 0 lighting (no light or light_environment entities) of course it was in fullbright. so, i added light_environment , set the brightness and what not ( also i set the Skybox Texture Name setting in map properties ) however when i loaded it up the map was still in fullbright regardless of added entities. i made a empty room with no lighting in it to test it and it was in fullbright also. i compiled the map with every setting there is fast , normal etc. however the map was still in fullbright
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Have you tried doing 'mat_fullbright 0' in the console, or checking the log for errors in the VRAD section of the compile?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
If it is already disabled yet you're getting fullbright, could you post your compilelog?
 

unkle

L1: Registered
Sep 11, 2018
12
0
Have you tried doing 'mat_fullbright 0' in the console, or checking the log for errors in the VRAD section of the compile?


*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!

this is the only error message in the compile log
 

unkle

L1: Registered
Sep 11, 2018
12
0
changed the skybox texture in map properties and tried again and it was still in fullbright, no idea how to read the compile log so i post the whole thing



** Executing...
** Command: "D:\Staem\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Staem\steamapps\common\Team Fortress 2\tf" "C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: D:\Staem\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/ultiduo_kabe/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ultiduo_kabe/dev/dev_blendmeasure2_wvt_patch
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 (0)
Find Visible Detail Sides...
Merged 70 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.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 (0) (42268 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 220 texinfos to 111
Reduced 14 texdatas to 12 (368 bytes to 325)
Writing C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe.bsp
Wrote ZIP buffer, estimated size 106839, actual size 106357
0 seconds elapsed

** Executing...
** Command: "D:\Staem\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Staem\steamapps\common\Team Fortress 2\tf" "C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe"

Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\users\yaĞiz\desktop\project kaba\ultiduo_kabe.bsp
reading c:\users\yaĞiz\desktop\project kaba\ultiduo_kabe.prt
61 portalclusters
147 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 7 visible clusters (0.25%)
Total clusters visible: 2784
Average clusters visible: 45
Building PAS...
Average clusters audible: 60
visdatasize:1485 compressed from 976
writing c:\users\yaĞiz\desktop\project kaba\ultiduo_kabe.bsp
0 seconds elapsed

** Executing...
** Command: "D:\Staem\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Staem\steamapps\common\Team Fortress 2\tf" "C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe"

Valve Software - vrad.exe SSE (Jul 18 2018)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\yaĞiz\desktop\project kaba\ultiduo_kabe.bsp
Setting up ray-trace acceleration structure... Done (0.06 seconds)
487 faces
1 degenerate faces
131206 square feet [18893684.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe.bsp" "D:\Staem\steamapps\common\Team Fortress 2\tf\maps\ultiduo_kabe.bsp"


** Executing...
** Command: "D:\Staem\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Staem\steamapps\common\Team Fortress 2\tf" +map "ultiduo_kabe" -steam
 

unkle

L1: Registered
Sep 11, 2018
12
0
realized one thing "1 degenerate faces" asked one of my mapper friends and he pointed this out to be the problem however he has no idea how to detect this face or fix it because he is kinda new too
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
"Stack overflow in neighbors"
I found this - wonder if this is what is causing it, I've never seen it before