Screwy lighting

World Of Frisbee Crisis

L2: Junior Member
Mar 31, 2008
60
8
For some reason, whenever I try to add lighting to the main building of my map, this happens:
arena_inferno0007.jpg

arena_inferno0008.jpg

arena_inferno0009.jpg

I have no clue with what I'm doing when it comes to lighting so I was wondering if anyone here could tell me what I'm doing wrong.
Could someone help me with this?
 

Rootbeerz

L1: Registered
Mar 5, 2008
35
3
Do you have more than one light_environment, if any?

Also, add env_cubemaps around the map, and then "buildcubemaps" in console once you loaded the map.
 

Gadget

aa
Mar 10, 2008
531
527
If there was a leak the rest of the building would be fullbright, wouldn't it?

Did you compile with LDR only or HDR too? Do you have an env_tonemap_controller? Looks like the lighting is only bad on those props so I think you need an env_tonemap_controller. This might help: [TUTORIAL] Fine HDR tuning Also might be caused by a missing cubemap but I'm quite certain it's because of missing inputs to an env_tonemap_controller.
 
Last edited:

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I was having that exact issue a few days ago.

I had no draw on a displacement face that I never relaized I made into a displacement. Deleted that dis. face and it was all good.

btw, it DID say
error
'no draw on terrain face' in the compile log.

Almost all errors will pop up in the log so always look at it first. Usually the errors are close to the top before it tries lighting and whatnot.

Even if you don't know what it means posting that will let us know right away and we can tell you. Posting screens will usually get alot of guesses, some right some wrong.
 
Last edited:

World Of Frisbee Crisis

L2: Junior Member
Mar 31, 2008
60
8
Here's the compile log if it helps at all:
Code:
** Executing...
** Command: "c:program files (x86)steamsteamappsrandomizer742sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program files (x86)steamsteamappsrandomizer742team fortress 2tf" "C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno"

Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:program files (x86)steamsteamappsrandomizer742team fortress 2tfmaterials
Loading C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.vmf
Patching WVT material: maps/arena_inferno/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 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3100.4 1203.6 222.0)
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: Brush 39: Brush 3: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3113.1 676.1 231.0)
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: Brush 37: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3104.6 676.0 142.0)
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: Brush 37: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3702.0 682.5 142.0)
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: Brush 631: 

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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) (89529 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 320 texinfos to 153
Reduced 15 texdatas to 13 (352 bytes to 309)
Writing C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp
4 seconds elapsed

** Executing...
** Command: "c:program files (x86)steamsteamappsrandomizer742sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program files (x86)steamsteamappsrandomizer742team fortress 2tf" "C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno"

Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:program files (x86)steamsteamappsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp
reading c:program files (x86)steamsteamappsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.prt
 477 portalclusters
1271 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 (9)
Optimized: 2519 visible clusters (0.00%)
Total clusters visible: 80262
Average clusters visible: 168
Building PAS...
Average clusters audible: 419
visdatasize:55252  compressed from 61056
writing c:program files (x86)steamsteamappsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp
9 seconds elapsed

** Executing...
** Command: "c:program files (x86)steamsteamappsrandomizer742sourcesdkbinorangeboxbinvrad.exe"
** Parameters:  -game "c:program files (x86)steamsteamappsrandomizer742team fortress 2tf" "C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno"

Valve Software - vrad.exe SSE (Mar 11 2008)

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

Loading c:program files (x86)steamsteamappsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp
Setting up ray-trace acceleration structure... Done (1.12 seconds)
2008 faces
5 degenerate faces
652132 square feet [93907072.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2003 patches before subdivision
zero area child patch
43805 patches after subdivision
sun extent from map=0.000000
22 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 3813231, max 594
transfer lists:  29.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(92471, 53381, 43157)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(11738, 2493, 788)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(2148, 153, 44)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(795, 17, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(361, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(187, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(99, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(54, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(29, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(16, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(9, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(5, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #14 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0537 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   8/1024          384/49152    ( 0.8%) 
brushes                240/8192         2880/98304    ( 2.9%) 
brushsides            1797/65536       14376/524288   ( 2.7%) 
planes                1572/65536       31440/1310720  ( 2.4%) 
vertexes              3145/65536       37740/786432   ( 4.8%) 
nodes                 1069/65536       34208/2097152  ( 1.6%) 
texinfos               153/12288       11016/884736   ( 1.2%) 
texdata                 13/2048          416/65536    ( 0.6%) 
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                 2008/65536      112448/3670016  ( 3.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              794/65536       44464/3670016  ( 1.2%) 
leaves                1078/65536       34496/2097152  ( 1.6%) 
leaffaces             2316/65536        4632/131072   ( 3.5%) 
leafbrushes            904/65536        1808/131072   ( 1.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            12801/512000      51204/2048000  ( 2.5%) 
edges                 7217/256000      28868/1024000  ( 2.8%) 
LDR worldlights         22/8192         1936/720896   ( 0.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            171/32768        1710/327680   ( 0.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2514/65536        5028/131072   ( 3.8%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1214872/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       55252/16777216 ( 0.3%) 
entdata               [variable]       24192/393216   ( 6.2%) 
LDR ambient table     1078/65536        4312/262144   ( 1.6%) 
HDR ambient table     1078/65536        4312/262144   ( 1.6%) 
LDR leaf ambient      3051/65536       85428/1835008  ( 4.7%) 
HDR leaf ambient      1078/65536       30184/1835008  ( 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]           1/7824     ( 0.0%) 
pakfile               [variable]         397/0        ( 0.0%) 
physics               [variable]       89529/4194304  ( 2.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 5617
Writing c:program files (x86)steamsteamappsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp
41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp" "c:program files (x86)steamsteamappsrandomizer742team fortress 2tfmapsarena_inferno.bsp"
 

Gadget

aa
Mar 10, 2008
531
527
You have some overlapping brushes or func_details that cause a leak. Check those brushes that are mentioned in your compile log (3,37,39,631). Quoted from interlopers.net:

interlopers.net said:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([x], [y], [z])

Description:
This error is usually followed by something like this:

Leaf 0 contents: (may vary)
Leaf 1 contents: CONTENTS_SOLID (may vary, e.g. CONTENTS_WATER)
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID (ditto)
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: [none or more brushnumbers]


Usually, this error is caused by a leak, so fix it if it is.
If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level.
Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just to complicated for poor vbsp to figure out.

I don't know the details but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem.

Solution:
Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail). You should also check to see if the brushes are overlapping at any point.

See also:
Finding brushnumbers and coordinates
 

Cameron:D

L6: Sharp Member
Sep 28, 2008
363
145
If there was a leak the rest of the building would be fullbright, wouldn't it?

Did you compile with LDR only or HDR too? Do you have an env_tonemap_controller? Looks like the lighting is only bad on those props so I think you need an env_tonemap_controller. This might help: [TUTORIAL] Fine HDR tuning Also might be caused by a missing cubemap but I'm quite certain it's because of missing inputs to an env_tonemap_controller.

No, whenever I've had a leak, it has always done the lighting, but it can't calculate the bounces, so it doesn't run them, you only get the direct lighting, but looking aqt the compile log it did the bounces....

What kind of light entity are you using?
 

SgtBarlow

L1: Registered
Aug 15, 2009
2
7
I had this problem crop up once.
Mine was caused by custom BrightnessHDR settings for lights, Make sure all lights have the setting -1 -1 -1 1

Also another problem was caused by certain textures used for info_overlay, results in faulty cubemaps, supwer bright crome, take out all overlays that use custom textures.
 

Garner

L4: Comfortable Member
Aug 16, 2009
154
38
I ran your compile log througfh the interlopers compile log checker, and it found 2 errors:

can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!

Description:
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.

Solution:
Fix $hdrbasetexture errors first
WIKI: Skybox


The affected object may not work/appear properly

and this one

zero area child patch

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.



Reading them both, especially the first one, i would say that was the immediate cause of your problem. If you could fix the problems stated, you probably would get a better result when compiling.

Keep us updated, and let us know what fix worked for you, including a SS of the same area when the problem has been fixed (so this thread can be used as reference by others in future)

:D
 

Garner

L4: Comfortable Member
Aug 16, 2009
154
38
Damn, i got thrown by the guy who posted before me lol

Sorry =]