Lighting in maps: how to turn off mat_fullbright 1?

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0
Mostly. But it's not hammer.exe that is failing here. It's vvis.exe and vrad.exe.

What line indeed. Look for a line where it tries to open a dll file, but fails. It should be looking in several spots, so there will be one failure for each spot it looks in.
I can't find anything searching for vvis_dll.dll and vrad_dll.dll. I can't send you the LogFile via this forum, so idk what to do.
(I feel like an idiot that this is taking so long xd)
 

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0
Okay I got my vvis_dll.dll and vrad_dll.dll files working:
I deleted the vrad_dll.dll and vvis_dll.dll files and then downloaded them again from these websites:
- https://www.dllme.com/dll/files/vrad_dll_dll.html
- https://www.dllme.com/dll/files/vvis_dll_dll.html
I hope this helps anyone in the future!

I can't change the mat_fullbright to 0 though...

Compile log:

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test.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\C. Ros\Desktop\semaG\Hammer maps\lighting_test.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (0) (2393 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (25 bytes to 25)
Writing C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\users\c. ros\desktop\semag\hammer maps\lighting_test.bsp
reading c:\users\c. ros\desktop\semag\hammer maps\lighting_test.prt
4 portalclusters
4 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: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\users\c. ros\desktop\semag\hammer maps\lighting_test.bsp
0 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test"

Valve Software - vrad.exe SSE (May 14 2014)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\c. ros\desktop\semag\hammer maps\lighting_test.bsp
Cannot load the static props... encountered a stale map version. Re-vbsp the map.

** Executing...
** Command: Copy File
** Parameters: "C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\lighting_test.bsp"


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" -windowed -h 1080 -w 1920 -novid +map "lighting_test" -steam
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0
Okay I got my vvis_dll.dll and vrad_dll.dll files working:
I deleted the vrad_dll.dll and vvis_dll.dll files and then downloaded them again from these websites:
- https://www.dllme.com/dll/files/vrad_dll_dll.html
- https://www.dllme.com/dll/files/vvis_dll_dll.html
I hope this helps anyone in the future!

I can't change the mat_fullbright to 0 though...

Compile log:

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test.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\C. Ros\Desktop\semaG\Hammer maps\lighting_test.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (0) (2393 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (25 bytes to 25)
Writing C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\users\c. ros\desktop\semag\hammer maps\lighting_test.bsp
reading c:\users\c. ros\desktop\semag\hammer maps\lighting_test.prt
4 portalclusters
4 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: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\users\c. ros\desktop\semag\hammer maps\lighting_test.bsp
0 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test"

Valve Software - vrad.exe SSE (May 14 2014)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\c. ros\desktop\semag\hammer maps\lighting_test.bsp
Cannot load the static props... encountered a stale map version. Re-vbsp the map.

** Executing...
** Command: Copy File
** Parameters: "C:\Users\C. Ros\Desktop\semaG\Hammer maps\lighting_test.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\lighting_test.bsp"


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" -windowed -h 1080 -w 1920 -novid +map "lighting_test" -steam
Okay so I went to the site https://www.interlopers.net/errors/?page=errors&params= where I found something was wrong with my skybox textures or something. The error keeps showing up, even if my map is without a skybox. What is the next step in my long journey to mat_fullbright 0?
 

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0
The skybox error can be ignored, it shows up even if the skybox is all good.
Edit: About that other error, do you have any props in your map?
Yes, I put one prop into the map, and the same error appeared. It doesn't change anything.
 

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0
Could anyone in this forum try to play my test map in their Team Fortress 2 and see if mat_fullbright is on 1 or 0?
 

Attachments

  • lighting_test_copy.bsp
    12.1 KB · Views: 121
  • lighting_test_copy.vmf
    11.9 KB · Views: 147

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0
Okay, following this thread (https://tf2maps.net/threads/cant-get-lights-rad-to-work.27638/) I put this code line in the expert mode of compiling, by left-clicking on lights.exe and then copy it in the parameter.
-lights <filename>.rad

It fixed the line saying "unknown light specifier type - lights"

The Compile Log looks a whole lot different now.
Also, mat_fullbright is still 1...

Compile Log:

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy" -lights <filename>.rad

Valve Software - vbsp.exe (Aug 2 2018)
Command line: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" "-game" "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy" "-lights" "<filename>.rad"

usage : vbsp [options...] mapfile
example: vbsp -onlyents c:\hl2\hl2\maps\test

Common options (use -v to see all options):

-v (or -verbose): Turn on verbose output (also shows more command
line options).

-onlyents : This option causes vbsp only import the entities from the .vmf
file. -onlyents won't reimport brush models.
-onlyprops : Only update the static props and detail props.
-glview : Writes .gl files in the current directory that can be viewed
with glview.exe. If you use -tmpout, it will write the files
into the \tmp folder.
-nodetail : Get rid of all detail geometry. The geometry left over is
what affects visibility.
-nowater : Get rid of water brushes.
-low : Run as an idle-priority process.
-embed <directory> : Use <directory> as an additional search path for assets
and embed all assets in this directory into the compiled
map

-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy.bsp
reading c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy.prt
4 portalclusters
4 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: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy.bsp
0 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy" -lights <filename>.rad

Valve Software - vrad.exe SSE (May 14 2014)

Valve Radiosity Simulator
Command line: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe" "-game" "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy" "-lights" "<filename>.rad"

usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test

Common options:

-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-fastambient : Per-leaf ambient sampling is lower quality to save compute time.
-final : High quality processing. equivalent to -extrasky 16.
-extrasky n : trace N times as many rays for indirect light and sky ambient.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.

-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.

Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-dumptrace : Write ray-tracing environment to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors

-LargeDispSampleRadius: This can be used if there are splotches of bounced light
on terrain. The compile will take longer, but it will gather
light across a wider area.
-StaticPropLighting : generate backed static prop vertex lighting
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
-textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
-noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static props


** Executing...
** Command: Copy File
** Parameters: "c:\users\c. ros\desktop\semag\hammer maps\lighting_test_copy.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\lighting_test_copy.bsp"


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "D:\Steam\steamapps\common\Team Fortress 2\tf" +map "lighting_test_copy"
 

henke37

aa
Sep 23, 2011
2,075
515
vbsp and vvis fails to understand the command line. You've put garbage at their command lines.
 

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0
Could anyone in this forum try to play my test map in their Team Fortress 2 and see if mat_fullbright is on 1 or 0?
Anyone? Also what is there left to fix this mat_fullbright 1?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
Anyone? Also what is there left to fix this mat_fullbright 1?
Try copying everything over into a new VMF and recompiling. If that doesn't work then use the cordon tool to hone in on the specific area which is causing the issue. If that still doesn't work then just remake it all
 

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0
Try copying everything over into a new VMF and recompiling. If that doesn't work then use the cordon tool to hone in on the specific area which is causing the issue. If that still doesn't work then just remake it all
I made a whole new map and nothing changed. mat_fullbright still on 1.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
I made a whole new map and nothing changed. mat_fullbright still on 1.
So do you get that same prop related error in the compilelog for every single VMF?
 

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0
So do you get that same prop related error in the compilelog for every single VMF?
Yes I do, I checked some of my other maps with many props around there.

------------
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
------------
I checked in my Team Fortress 2 folder and there is no lights.rad file in there.
"All lights files must have the .rad file extension and must be in the same folder as your gameinfo.txt" Citation from the Valve Developer Community Wiki.
Is that alright or?
 
Last edited:

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0

Attachments

  • Compile settings.png
    Compile settings.png
    17.7 KB · Views: 170

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
I checked in my Team Fortress 2 folder and there is no lights.rad file in there.
"All lights files must have the .rad file extension and must be in the same folder as your gameinfo.txt" Citation from the Valve Developer Community Wiki.
Is that alright or?
lights.rad is in the tf2_misc_dir.vpk file, which is contained in the same location as gameinfo.txt
 

MrFlovi

L2: Junior Member
Jan 2, 2019
65
0
So is there anything I can do to get mat_fullbright to 0 except deïnstalling and installing again?
 

henke37

aa
Sep 23, 2011
2,075
515
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']

Everyone gets that error message. Valve fucked up. It will work fine despite the error.