skybox really bright (pics)

sailfin

L1: Registered
Jan 28, 2008
19
0
hey how do i fix this really bad glare when i look at my house? the house does have lights in it.
brightlight.jpg


stillbright.jpg
 

Nizzem

L2: Junior Member
Nov 29, 2007
57
0
Never seen that one before....

I'd suggest posting your compile log so people can get a better idea of what is happening.

And make sure you don't have any leaks in your map.
 

sailfin

L1: Registered
Jan 28, 2008
19
0
here is the compile log

** Executing...
** Command: "c:\program files\steam\steamapps\sailfin1\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\sailfin1\team fortress 2\tf" "C:\Program Files\Steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program files\steam\steamapps\sailfin1\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.vmf
Patching WVT material: maps/tf2_ditch/nature/blendrockgroundwall003_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 prop_dynamic (-2580.00 -90.00 -360.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.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...
done (0) (27356 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 129 texinfos to 118
Reduced 12 texdatas to 11 (365 bytes to 335)
Writing C:\Program Files\Steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\sailfin1\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\sailfin1\team fortress 2\tf" "C:\Program Files\Steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
reading c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.prt


** Executing...
** Command: "c:\program files\steam\steamapps\sailfin1\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\sailfin1\team fortress 2\tf" "C:\Program Files\Steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch"

Valve Software - vrad.exe SSE (Nov 8 2007)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.10 seconds)
1386 faces
1 degenerate faces
81776 square feet [11775887.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0019 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (10)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 70/8192 840/98304 ( 0.9%)
brushsides 501/65536 4008/524288 ( 0.8%)
planes 768/65536 15360/1310720 ( 1.2%)
vertexes 2157/65536 25884/786432 ( 3.3%)
nodes 1070/65536 34240/2097152 ( 1.6%)
texinfos 118/12288 8496/884736 ( 1.0%)
texdata 11/2048 352/65536 ( 0.5%)
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 1386/65536 77616/3670016 ( 2.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 401/65536 22456/3670016 ( 0.6%)
leaves 1072/65536 34304/2097152 ( 1.6%)
leaffaces 1598/65536 3196/131072 ( 2.4%)
leafbrushes 578/65536 1156/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9028/512000 36112/2048000 ( 1.8%)
edges 4827/256000 19308/1024000 ( 1.9%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 256/32768 2560/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4554/65536 9108/131072 ( 6.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 196864/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 3323/393216 ( 0.8%)
LDR ambient table 1072/65536 4288/262144 ( 1.6%)
HDR ambient table 1072/65536 4288/262144 ( 1.6%)
LDR leaf ambient 2858/65536 80024/1835008 ( 4.4%)
HDR leaf ambient 1072/65536 30016/1835008 ( 1.6%)
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] 1/484 ( 0.2%)
pakfile [variable] 211708/0 ( 0.0%)
physics [variable] 27356/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4656
Writing c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
11 seconds elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
 

sailfin

L1: Registered
Jan 28, 2008
19
0
Loading c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.10 seconds)
1386 faces
1 degenerate faces
81776 square feet [11775887.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0019 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (11)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 70/8192 840/98304 ( 0.9%)
brushsides 501/65536 4008/524288 ( 0.8%)
planes 768/65536 15360/1310720 ( 1.2%)
vertexes 2157/65536 25884/786432 ( 3.3%)
nodes 1070/65536 34240/2097152 ( 1.6%)
texinfos 118/12288 8496/884736 ( 1.0%)
texdata 11/2048 352/65536 ( 0.5%)
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 1386/65536 77616/3670016 ( 2.1%)
hdr faces 1386/65536 77616/3670016 ( 2.1%)
origfaces 401/65536 22456/3670016 ( 0.6%)
leaves 1072/65536 34304/2097152 ( 1.6%)
leaffaces 1598/65536 3196/131072 ( 2.4%)
leafbrushes 578/65536 1156/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9028/512000 36112/2048000 ( 1.8%)
edges 4827/256000 19308/1024000 ( 1.9%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 256/32768 2560/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4554/65536 9108/131072 ( 6.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 196864/0 ( 0.0%)
HDR lightdata [variable] 196864/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 3323/393216 ( 0.8%)
LDR ambient table 1072/65536 4288/262144 ( 1.6%)
HDR ambient table 1072/65536 4288/262144 ( 1.6%)
LDR leaf ambient 2858/65536 80024/1835008 ( 4.4%)
HDR leaf ambient 2859/65536 80052/1835008 ( 4.4%)
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] 1/484 ( 0.2%)
pakfile [variable] 211708/0 ( 0.0%)
physics [variable] 27356/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4656
Writing c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
12 seconds elapsed
 

Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-2580.00 -90.00 -360.00) leaked!

Looks like you got a leak, go to those coordinates and load a map pointfile and follow the red line. Fix the hole that the red line goes through out of the map. Maybe thats not it, but it could be.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
I blame HDR and sun/env pitch
 
Oct 25, 2007
219
690
Looks like you got a leak, go to those coordinates and load a map pointfile and follow the red line. Fix the hole that the red line goes through out of the map. Maybe thats not it, but it could be.


The leak is from a previous compile.

hey how do i fix this really bad glare when i look at my house? the house does have lights in it.
Did you change the light settings for the light_environment and light entities?

Normally a light_environment has a light intensity of 300, but an ambiance of 120. Meanwhile a regular light entity has an intensity of 200.

This means the brightest thing is the skymap, followed by the light inside the building (which seems darker due to the stronger light behind), followed by the ambient light hiting the outside of the house.
 

sailfin

L1: Registered
Jan 28, 2008
19
0
i figured it out. its a light_environment problem, playing with the settings now. any suggestions on right settings? thanks for the advice spaceweasels
 
Oct 25, 2007
219
690
i figured it out. its a light_environment problem, playing with the settings now. any suggestions on right settings? thanks for the advice spaceweasels

No problem. Here's the suggested settings, depending on the skymap, from the VAlve Develper Wiki:


sky_well_01
Ideal Sun Angle 0 300 0
Ideal Sun Pitch -35
Ideal Brightness 248 197 139 400
Ideal Ambience 142 154 182 200

sky_tf2_04
Ideal Sun Angle 0 145 0
Ideal Sun Pitch -45
Ideal Brightness 216 207 194 700
Ideal Ambience 200 202 230 60

sky_hydro_01
Ideal Sun Angle 0 51 0
Ideal Sun Pitch -37
Ideal Brightness 244 215 193 750
Ideal Ambience 156 178 255 250

sky_dustbowl_01
Ideal Sun Angle 0 30 0
Ideal Sun Pitch -25
Ideal Brightness 254 210 152 800
Ideal Ambience 151 135 180 420

sky_granary_01
Ideal Sun Angle 0 130 0
Ideal Sun Pitch -15
Ideal Brightness 255 226 196 500
Ideal Ambience 116 113 149 300

sky_gravel_01
Ideal Sun Angle 0 167 0
Ideal Sun Pitch -32
Ideal Brightness 250 216 146 850
Ideal Ambience 106 134 174 500


*Note: I think the 2Fort skymap has a typo. I would suggest 260 instead of 60 for ambience.
 

Spamdini

L2: Junior Member
Jan 19, 2008
61
1
actually i also have this problem. its not a leak its the HDR is over bright. does anyone know how to fix it? im using a sky and its recommended settings for light_env brightness and pitch. any ideas?
 
Oct 25, 2007
219
690
For HDR, I noticed that the GravelPit skymap suggests:

HDR Brightness 250 216 149 650
HDR Ambience 106 134 174 380

The other skymaps suggest -1 -1 -1 1
 

sailfin

L1: Registered
Jan 28, 2008
19
0
All i need to do is make a virtual beach with hot women in bikinis and watch the waves roll in lol
2222.jpg


sky_well_01
Ideal Sun Angle 0 300 0
Ideal Sun Pitch -35
Ideal Brightness 248 197 139 400
Ideal Ambience 142 154 182 200
 

Spamdini

L2: Junior Member
Jan 19, 2008
61
1
so should we be putting -1 -1 -1 1 for the HDR settings on the maps that say so. cause i still get that uber bright everything. or should we set it to the same as ideal brightness and ideal ambience.
 

Wiebbe

L1: Registered
Dec 25, 2007
49
4
did you try a env_tonemap controller as well? It helps with tuning HDR alot too..