GMOD - R_L_n_P_PicturesqueField - Lightning Problem.

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GraczGhost

L1: Registered
Aug 30, 2018
28
0
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Map is very darkened in GMOD, same to the Night Variant. mat_fullbright 1 a bit fixes this problem, but not in the way I want to. Which I want to make it look just like in TF2 which has no Lightning Problems.

GMOD: https://imgur.com/9a2lmUp
TF2: https://imgur.com/CeF4S6I
 
Last edited:

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Could it be related to your map's seemingly missing skybox in GMOD?
 

GraczGhost

L1: Registered
Aug 30, 2018
28
0
Don't know, but I kept checking if I sealed anything. Skybox is sealed. Everything looks fine, but I might guess it has to do something with commands. Not sure about that, but here's my map project (with night variant) from TF2 Hammer. Has normal and sealed brush and unsealed displacement ground which I don't know it should be:
 

Attachments

  • JacksPursuit_PicturesqueField.vmf
    556.4 KB · Views: 97
  • JacksPursuit_PicturesqueFieldAtNight.vmf
    556.4 KB · Views: 91

GraczGhost

L1: Registered
Aug 30, 2018
28
0
Yep, I did some researches about my previous map (Edd's House) https://imgur.com/TN1ZQEI. Ground has displacement without props and without normal brush, it's properly lighten up to the night variant. As I remembered, I've did lightning properly, and in GMOD there was no problems. I've deleted and runned normal_brush-less variant of the current map (R_L_n_P_PicturesqueField)
and supriseful, it's still same blackened as well!
https://imgur.com/ZLqVUII

Thus here's log from the map with a Normal Brush and Displacement.

** 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\motor\Downloads\TF2 Tools\JacksPursuit_PicturesqueField.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\motor\Downloads\TF2 Tools\JacksPursuit_PicturesqueField.vmf
Patching WVT material: maps/jackspursuit_picturesquefield/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/jackspursuit_picturesquefield/nature/blendconcretetograss001_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\motor\Downloads\TF2 Tools\JacksPursuit_PicturesqueField.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (1437022 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
10
Compacting texture/material tables...
Reduced 70 texinfos to 28
Reduced 7 texdatas to 5 (277 bytes to 179)
Writing C:\Users\motor\Downloads\TF2 Tools\JacksPursuit_PicturesqueField.bsp
Wrote ZIP buffer, estimated size 1112, actual size 898
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" "C:\Users\motor\Downloads\TF2 Tools\JacksPursuit_PicturesqueField"

Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\users\motor\downloads\tf2 tools\JacksPursuit_PicturesqueField.bsp
reading c:\users\motor\downloads\tf2 tools\JacksPursuit_PicturesqueField.prt
169 portalclusters
347 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: 0 visible clusters (0.00%)
Total clusters visible: 28555
Average clusters visible: 168
Building PAS...
Average clusters audible: 169
visdatasize:8792 compressed from 8112
writing c:\users\motor\downloads\tf2 tools\JacksPursuit_PicturesqueField.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\motor\Downloads\TF2 Tools\JacksPursuit_PicturesqueField"

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\motor\downloads\tf2 tools\JacksPursuit_PicturesqueField.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
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Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
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Patch Sample Radius Clamped!
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Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
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Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (4.03 seconds)
1473 faces
3620355 square feet [521331232.00 square inches]
25 Displacements
1553443 Square Feet [223695872.00 Square Inches]
1473 patches before subdivision
81655 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 3360281, max 1330
transfer lists: 25.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(10977, 7823, 2462)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5474, 1110, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1628, 260, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(780, 35, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(268, 10, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(126, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(46, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(21, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0991 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 9/8192 108/98304 ( 0.1%)
brushsides 76/65536 608/524288 ( 0.1%)
planes 178/65536 3560/1310720 ( 0.3%)
vertexes 1534/65536 18408/786432 ( 2.3%)
nodes 562/65536 17984/2097152 ( 0.9%)
texinfos 28/12288 2016/884736 ( 0.2%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 25/0 4400/0 ( 0.0%)
disp_verts 7225/0 144500/0 ( 0.0%)
disp_tris 12800/0 25600/0 ( 0.0%)
disp_lmsamples 111705/0 111705/0 ( 0.0%)
faces 1473/65536 82488/3670016 ( 2.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 49/65536 2744/3670016 ( 0.1%)
leaves 564/65536 18048/2097152 ( 0.9%)
leaffaces 1448/65536 2896/131072 ( 2.2%)
leafbrushes 366/65536 732/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6178/512000 24712/2048000 ( 1.2%)
edges 3100/256000 12400/1024000 ( 1.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2852004/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8792/16777216 ( 0.1%)
entdata [variable] 674/393216 ( 0.2%)
LDR ambient table 564/65536 2256/262144 ( 0.9%)
HDR ambient table 564/65536 2256/262144 ( 0.9%)
LDR leaf ambient 1573/65536 44044/1835008 ( 2.4%)
HDR leaf ambient 564/65536 15792/1835008 ( 0.9%)
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] 1/19984 ( 0.0%)
pakfile [variable] 898/0 ( 0.0%)
physics [variable] 1437022/4194304 (34.3%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3036
Writing c:\users\motor\downloads\tf2 tools\JacksPursuit_PicturesqueField.bsp
32 seconds elapsed
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\motor\downloads\tf2 tools\JacksPursuit_PicturesqueField.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
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Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (3.45 seconds)
1473 faces
3620355 square feet [521331232.00 square inches]
25 Displacements
1553443 Square Feet [223695872.00 Square Inches]
1473 patches before subdivision
81655 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 3360281, max 1330
transfer lists: 25.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0997 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 9/8192 108/98304 ( 0.1%)
brushsides 76/65536 608/524288 ( 0.1%)
planes 178/65536 3560/1310720 ( 0.3%)
vertexes 1534/65536 18408/786432 ( 2.3%)
nodes 562/65536 17984/2097152 ( 0.9%)
texinfos 28/12288 2016/884736 ( 0.2%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 25/0 4400/0 ( 0.0%)
disp_verts 7225/0 144500/0 ( 0.0%)
disp_tris 12800/0 25600/0 ( 0.0%)
disp_lmsamples 111705/0 111705/0 ( 0.0%)
faces 1473/65536 82488/3670016 ( 2.2%)
hdr faces 1473/65536 82488/3670016 ( 2.2%)
origfaces 49/65536 2744/3670016 ( 0.1%)
leaves 564/65536 18048/2097152 ( 0.9%)
leaffaces 1448/65536 2896/131072 ( 2.2%)
leafbrushes 366/65536 732/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6178/512000 24712/2048000 ( 1.2%)
edges 3100/256000 12400/1024000 ( 1.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2852004/0 ( 0.0%)
HDR lightdata [variable] 2852004/0 ( 0.0%)
visdata [variable] 8792/16777216 ( 0.1%)
entdata [variable] 674/393216 ( 0.2%)
LDR ambient table 564/65536 2256/262144 ( 0.9%)
HDR ambient table 564/65536 2256/262144 ( 0.9%)
LDR leaf ambient 1573/65536 44044/1835008 ( 2.4%)
HDR leaf ambient 1679/65536 47012/1835008 ( 2.6%)
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] 1/19984 ( 0.0%)
pakfile [variable] 898/0 ( 0.0%)
physics [variable] 1437022/4194304 (34.3%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3036
Writing c:\users\motor\downloads\tf2 tools\JacksPursuit_PicturesqueField.bsp
30 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\motor\Downloads\TF2 Tools\JacksPursuit_PicturesqueField.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\JacksPursuit_PicturesqueField.bsp"
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Do you have any brushes with lightmap scales set to anything that is not a power of 2?
 

GraczGhost

L1: Registered
Aug 30, 2018
28
0
Well, let's see...

Lightmap scale was auto-setted to 99!
Also in the Night Variant!
Each time I want to set them to 2, they go back to 99.

Don't tell me I have to make a new displacement brush with the Lightmap Scale: 2, and form it all over again...
 

GraczGhost

L1: Registered
Aug 30, 2018
28
0
Alright, I'm reviving this topic, because I've made some researches. Without light_environment, the map completely lights up. (didn't used mat_fullbright command this time)

https://imgur.com/eUvLTlB

I've made also research on the map I've made without having the lightning problem (Edd's House) and I got shocked with a results :O

https://imgur.com/3WjowNs - Sorry. Wrong image.

https://imgur.com/fLSKYS5 - This one.

Map was lighten properly somehow, because I copied and pasted into one of the existing map.

I guess I broke down that error.

If anyone would like to make map a bit same as mine. Here's an example of the RLnP's base with day lightning. (Only for TF2 Hammer)
 

Attachments

  • 12352x11456 map example - proper lighting day.vmf
    11.8 KB · Views: 106
Last edited:

Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
I've encountered a similar problem. When you compile, do you set the lighting to HDR, LDR, or both? TF2 can do both, while GMod can only do LDR. Before I learned to compile with both, I had maps go fullbright in GMod because I only compiled for HDR and was caught off guard because they looked normal in TF2. I know you aren't seeing fullbright, but it might help.