No map lighting

S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
I recently tried to optimize lightmaps for my level because VRAD kept running out of memory. After I did that, the map loads with no light at all, and with mat_fullbright off. The only things I can see are entities.
4CrWlMK.png

There are light entities in the map, so I'm not sure what could be causing this. There are also no leaks.
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Try using mat_fullbright 2; this displays the lighting without displaying the textures. What does your map look like?
 

S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
Try using mat_fullbright 2; this displays the lighting without displaying the textures. What does your map look like?
All black, except for props and viewmodel which are all flat grey.
Here's my compile log. Could running vvis on fast be causing it? Because it didn't happen before I messed with lightmap scaling.
Code:
** 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:\HammerAutosave\pass_arenaball2.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:\HammerAutosave\pass_arenaball2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pass_arenaball2/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pass_arenaball2/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 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1490.2 5125.3 800.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 109509:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 628 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\HammerAutosave\pass_arenaball2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_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 (1) (302727 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1826 texinfos to 766
Reduced 72 texdatas to 56 (2066 bytes to 1655)
Writing C:\HammerAutosave\pass_arenaball2.bsp
Wrote ZIP buffer, estimated size 6670, actual size 4848
7 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:\HammerAutosave\pass_arenaball2"

Valve Software - vvis.exe (Aug  2 2018)
fastvis = true
4 threads
reading c:\hammerautosave\pass_arenaball2.bsp
reading c:\hammerautosave\pass_arenaball2.prt
2637 portalclusters
7955 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 259609 visible clusters (4.35%)
Total clusters visible: 5970036
Average clusters visible: 2263
Building PAS...
Average clusters audible: 2636
visdatasize:1765335  compressed from 1772064
writing c:\hammerautosave\pass_arenaball2.bsp
4 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:\HammerAutosave\pass_arenaball2"

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:\hammerautosave\pass_arenaball2.bsp
Setting up ray-trace acceleration structure... Done (0.92 seconds)
7834 faces
6 degenerate faces
25125876 square feet [3618126080.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
7828 patches before subdivision
262594 patches after subdivision
344 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (209)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (269)
transfers 127968192, max 3624
transfer lists: 976.3 megs
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Build Patch/Sample Hash Table(s).....Done<0.3098 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
FinalLightFace Done
256 of 264 (96% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (66)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  39/1024         1872/49152    ( 3.8%)
brushes                780/8192         9360/98304    ( 9.5%)
brushsides            6247/65536       49976/524288   ( 9.5%)
planes                4974/65536       99480/1310720  ( 7.6%)
vertexes             13722/65536      164664/786432   (20.9%)
nodes                 4575/65536      146400/2097152  ( 7.0%)
texinfos               766/12288       55152/884736   ( 6.2%)
texdata                 56/2048         1792/65536    ( 2.7%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                 7834/65536      438704/3670016  (12.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             2220/65536      124320/3670016  ( 3.4%)
leaves                4615/65536      147680/2097152  ( 7.0%)
leaffaces            10293/65536       20586/131072   (15.7%)
leafbrushes           3526/65536        7052/131072   ( 5.4%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            46410/512000     185640/2048000  ( 9.1%)
edges                27387/256000     109548/1024000  (10.7%)
LDR worldlights        344/8192        30272/720896   ( 4.2%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           1296/32768       12960/327680   ( 4.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         23757/65536       47514/131072   (36.3%)
cubemapsamples           1/1024           16/16384    ( 0.1%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    11583632/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1765335/16777216 (10.5%)
entdata               [variable]       60615/393216   (15.4%)
LDR ambient table     4615/65536       18460/262144   ( 7.0%)
HDR ambient table     4615/65536       18460/262144   ( 7.0%)
LDR leaf ambient      2889/65536       80892/1835008  ( 4.4%)
HDR leaf ambient      4615/65536      129220/1835008  ( 7.0%)
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]           1/8382     ( 0.0%)
pakfile               [variable]        4848/0        ( 0.0%)
physics               [variable]      302727/4194304  ( 7.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 21756
Writing c:\hammerautosave\pass_arenaball2.bsp
12 minutes, 0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\HammerAutosave\pass_arenaball2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pass_arenaball2.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" -toconsole -dev -console +sv_lan 1 -condebug -w 1824 -h 1026 +map "pass_arenaball2" -steam
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
Candidate brush IDs: Brush 109509: - check this brush, just in case

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Bounce #2 added RGB(nan, nan, nan) - This issue can come from things like a light entity in a wall or prop - check them to make sure they aren't
 

S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
Candidate brush IDs: Brush 109509: - check this brush, just in case

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #1 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(nan, nan, nan) - This issue can come from things like a light entity in a wall or prop - check them to make sure they aren't
The lights arent in anything, because I'm just testing the lights on the main stage are just floating. Also, that brush seems to have nothing wrong, at least not that I can see. Would you like a copy of the vmf to look at?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1490.2 5125.3 800.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 109509:
Ah yes, the elusive FindPortalSide error. Most often accompanied by a leak and usually most easily fixed by sealing the leak, these can be a pain to fix when not accompanied by a leak. The solution is rarely obvious; often it takes messing with the candidate brush or nearby brushes to find the solution, even if none of those brushes appear to have a problem. For me, one, instance of this problem was fixed by func_detailing part of a wall. Another was caused by a cylindrical clip brush halfway across the map from the given coordinates and fixed by snapping the vertices to the grid. I suggest you try func_detailing, modifying, and/or deleting the candidate brush as your first course of action to see if that fixes it.
 
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S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
Ah yes, the elusive FindPortalSide error. Most often accompanied by a leak and usually most easily fixed by sealing the leak, these can be a pain to fix when not accompanied by a leak. The solution is rarely obvious; often it takes messing with the candidate brush or nearby brushes to find the solution, even if none of those brushes appear to have a problem. For me, one, instance of this problem was fixed by func_detailing part of a wall. Another was caused by a cylindrical clip brush halfway across the map from the given coordinates and fixed by snapping the vertices to the grid. I suggest you try func_detailing, modifying, and/or deleting the candidate brush as your first course of action to see if that fixes it.
Alright, I got the FindPortalSide error fixed by turning an intersecting wall into a func_detail, but there's still no lights at all.
 

S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
Fixed it myself by tracking down the degenerate faces and deleting them, I guess they were causing vrad to wonk out and not compile the lights.