Map always having fullbright

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Tio Spy

L1: Registered
Nov 26, 2019
9
0
I select the option of HDR, but it always goes on dat horrible fullbright, any ideas?

Ignore the leaks, trying to solve them already ;P
[/

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
4 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mvm_machotown/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_teamspawn (11328.00 -752.00 272.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 1024.0 576.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 2048.0 576.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 1536.0 1288.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 1536.0 120.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 1024.0 576.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 2048.0 576.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7424.0 1024.0 120.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7936.0 1024.0 -264.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
material "skybox/sky_hallowenrt" not found.
Can't load skybox file skybox/sky_hallowen to build the default cubemap!
Can't load skybox file skybox/sky_hallowen 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) (219226 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 202 texinfos to 143
Reduced 23 texdatas to 22 (542 bytes to 521)
Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.bsp
Wrote ZIP buffer, estimated size 477, actual size 397
1 second elapsed
CMaterialDict::Shutdown m_MissingList count: 1

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown"

Valve Software - vvis.exe (Sep 23 2019)
4 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.prt
LoadPortals: couldn't read d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.prt


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown"

Valve Software - vrad.exe SSE (Sep 23 2019)

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

[56 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.45 seconds)
3914 faces
3 degenerate faces
1844326 square feet [265583024.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\Mvm_MachoTown.bsp"


]
 

Tio Spy

L1: Registered
Nov 26, 2019
9
0
No leaks, + still persists
edit*: Tryed Alt+p, other types of skybox.
[/

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
4 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mvm_machotown/dev/dev_blendmeasure_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 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_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 (0) (221242 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 202 texinfos to 142
Reduced 23 texdatas to 22 (542 bytes to 521)
Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.bsp
Wrote ZIP buffer, estimated size 477, actual size 397
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" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown"

Valve Software - vvis.exe (Sep 23 2019)
4 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.prt
339 portalclusters
877 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 (3)
Optimized: 647 visible clusters (1.05%)
Total clusters visible: 61744
Average clusters visible: 182
Building PAS...
Average clusters audible: 334
visdatasize:30808 compressed from 32544
writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.bsp
3 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown"

Valve Software - vrad.exe SSE (Sep 23 2019)

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

[56 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.bsp
Setting up ray-trace acceleration structure... Done (0.45 seconds)
3126 faces
3 degenerate faces
1206684 square feet [173762608.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\Mvm_MachoTown.bsp"


]
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Toopliss is correct that you should seal your leaks, but that is not what is causing your map to be fullbright. Technically VRAD can still generate lighting on a leaking map, but the lighting will be terrible-looking and highly inaccurate, so you should fix your leaks anyway before trying to test lighting.

The actual culprit is this little guy right here, at the very bottom of your compile log, which is causing VRAD to fail fatally:
Stack overflow in neighbors
Unfortunately, Valve decided to make this error as confusingly worded and un-verbose as possible. Fortunately I have encountered this error in the past, and can tell you right now that the issue is that you have a single brush face that is being chopped up too many times. When compiling, brush faces are automatically cut when another brush intersects it. When I encountered this error, it was caused by the beam for this staircase intersecting with too many steps:
unknown.png

unknown.png

Each step was another series of cuts on the main beam, which was too much for VRAD to handle, and thus it crashed. Fortunately, the solution is simple: Chop the brush into two separate brushes.

Unfortunately, if which brush might be the issue does not immediately come to mind, finding it will be difficult. The compiler does not give us any hints as to what brush might be causing this issue. The best way to do this is to use the cordon tool :cordonenable::cordonedit: to shrink down your map to the smallest possible piece where the error still occurs (which is what I had to do above).
 

Tio Spy

L1: Registered
Nov 26, 2019
9
0
Toopliss is correct that you should seal your leaks, but that is not what is causing your map to be fullbright. Technically VRAD can still generate lighting on a leaking map, but the lighting will be terrible-looking and highly inaccurate, so you should fix your leaks anyway before trying to test lighting.

The actual culprit is this little guy right here, at the very bottom of your compile log, which is causing VRAD to fail fatally:

Unfortunately, Valve decided to make this error as confusingly worded and un-verbose as possible. Fortunately I have encountered this error in the past, and can tell you right now that the issue is that you have a single brush face that is being chopped up too many times. When compiling, brush faces are automatically cut when another brush intersects it. When I encountered this error, it was caused by the beam for this staircase intersecting with too many steps:
unknown.png

unknown.png

Each step was another series of cuts on the main beam, which was too much for VRAD to handle, and thus it crashed. Fortunately, the solution is simple: Chop the brush into two separate brushes.

Unfortunately, if which brush might be the issue does not immediately come to mind, finding it will be difficult. The compiler does not give us any hints as to what brush might be causing this issue. The best way to do this is to use the cordon tool :cordonenable::cordonedit: to shrink down your map to the smallest possible piece where the error still occurs (which is what I had to do above).

Ty for your time Lord! problem solved!
The problem was an stair, valve, why? ._.