map is stuck in fullbright

infinitephantasm

L1: Registered
Oct 29, 2018
3
0
arena map i'm trying to compile simply refuses to give proper lighting, causing the map to be stuck in fullbright. no amount of restarting or mat_fullbright 0 w/ sv_cheats 1 on changes that, unfortunately.

compile log:
Code:
Starting a 'Full - Both' compile.
Starting compilation of arena_dmm_house
Valve Software - vbsp.exe (Aug  2 2018)
4 threads
materialPath: F:\tf2\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Infinite Phantasm\Desktop\phys_dmm_house\arena_dmm_house.vmf
Patching WVT material: maps/arena_dmm_house/nature/blendgrassgrass001a_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 632 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Infinite Phantasm\Desktop\phys_dmm_house\arena_dmm_house.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
  skybox/sky_day03_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
  skybox/sky_day03_06*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (588856 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3691 texinfos to 3090
Reduced 35 texdatas to 29 (928 bytes to 632)
Writing C:\Users\Infinite Phantasm\Desktop\phys_dmm_house\arena_dmm_house.bsp
Wrote ZIP buffer, estimated size 176372, actual size 175220
3 seconds elapsed
Valve Software - vvis.exe (Aug  2 2018)
4 threads
reading c:\users\infinite phantasm\desktop\phys_dmm_house\arena_dmm_house.bsp
reading c:\users\infinite phantasm\desktop\phys_dmm_house\arena_dmm_house.prt
 235 portalclusters
 766 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 (75)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 53097
Average clusters visible: 225
Building PAS...
Average clusters audible: 235
visdatasize:15987  compressed from 15040
writing c:\users\infinite phantasm\desktop\phys_dmm_house\arena_dmm_house.bsp
1 minute, 15 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\infinite phantasm\desktop\phys_dmm_house\arena_dmm_house.bsp
Setting up ray-trace acceleration structure... Done (1.05 seconds)
5941 faces
2743628 square feet [395082432.00 square inches]
2 Displacements
296733 Square Feet [42729624.00 Square Inches]
Stack overflow in neighbors

C:\Users\Infinite Phantasm\Desktop\phys_dmm_house\arena_dmm_house.bsp -> F:\tf2\steamapps\common\Team Fortress 2\tf\maps\arena_dmm_house.bsp
1 File(s) copied
CompilePal - Nav Generator
Generating...
nav file complete!

CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires one set of cubemaps
Compiling cubemaps...
Cubemaps compiled

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: F:\tf2\steamapps\common\Team Fortress 2\tf\custom\
Found search path: F:\tf2\steamapps\common\Team Fortress 2\tf
Found search path: F:\tf2\steamapps\common\Team Fortress 2\tf\bin
Found search path: F:\tf2\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished!
---------------------
7 materials found
0 models found
0 particle files found
0 sounds found
additional files:
-nav file
---------------------

Valve Software - bspzip.exe (Aug  2 2018)
Warning: falling back to auto detection of vproject directory.
Repacking F:\tf2\steamapps\common\Team Fortress 2\tf\maps\arena_dmm_house.bsp
Successfully repacked F:\tf2\steamapps\common\Team Fortress 2\tf\maps\arena_dmm_house.bsp -- 5256064 -> 759178 bytes
'Full - Both' compile finished in 00:06:15
0 errors/warnings logged:
  No errors/warnings logged for arena_dmm_house

the only discrepancies i can find are 'unknown light specifier type - lights' and 'Stack overflow in neighbors' in VRAD. tossing it in the interlopers error checker turns up no results.

any idea what i could possibly be doing wrong?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974

infinitephantasm

L1: Registered
Oct 29, 2018
3
0
managed to resolve the issue. turns out that the displacements weren't exactly liked by VRAD so i just deleted them and replaced them with regular solids.

oh well, they weren't something i was too attached too.