Brushes are black, light_environment not working?

Discussion in 'Mapping Questions & Discussion' started by bamibal, Aug 18, 2015.

  1. bamibal

    bamibal L1: Registered

    Messages:
    47
    Positive Ratings:
    5
    Hello, another problem. My map is entirely black now! Lights still work but the brushes don't seem to reflect any light:

    [​IMG]

    [​IMG]

    I've had it happen a couple of times before but solved it in weird ways, like turning stuff into func_detail, and sometimes rebuilding the skybox solved it too. Now pretty much everything that needs to be func_detail is func_detail and rebuilding the skybox doesn't help anymore. Interlopers tells me there are 3 errors; one that's always there, and from what I've read it's a common error: "can't load skybox file skybox/sky_night_01 to build the default cubemap!"
    And 'warning: node without a volume' and 'found a displacement edge abutting multiple other edges', which apparently can be ignored.
     
  2. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    369
    Positive Ratings:
    278
    Of the looks of things, your map may be leaked. Don't turn brushes that touch the void (outside) of your map into func_detail or displacements.
     
  3. takabuschik

    aa takabuschik

    Messages:
    663
    Positive Ratings:
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    Quite possible, but there might be another (more rare) option. I had it once, I asked about it, here's a link. http://forums.tf2maps.net/showthread.php?t=22180&page=2

    tl,dr: I used the cordon tool to locate the problem cause (each time, I removed a different part of the map) and the problem was some staircase.
     
  4. bamibal

    bamibal L1: Registered

    Messages:
    47
    Positive Ratings:
    5
    Yeah I figured that out and started trying it, but no luck yet. I'm pretty sure my map must be sealed as I've got my skybox as a large box around all of my buildings. Sometimes the weird lighting problem just popped up and went away but now it seems to stay whatever I do.

    I've had a look at the compile log myself and noticed a couple of these: 'warning - face vectors parallel to face normal. bad lighting will be produced'. Interlopers didn't mention it. Could that mean anything?

    Complete log:
    Code:
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.vmf"
    
    Valve Software - vbsp.exe (Jul  2 2015)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 290 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.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...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (1860506 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 2786 texinfos to 1829
    Reduced 62 texdatas to 56 (1547 bytes to 1303)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
    11 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison"
    
    Valve Software - vvis.exe (Jul  2 2015)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.prt
    5477 portalclusters
    16590 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (9)
    Optimized: 1624140 visible clusters (7.25%)
    Total clusters visible: 22404330
    Average clusters visible: 4090
    Building PAS...
    Average clusters audible: 5476
    visdatasize:7150646  compressed from 7536352
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
    13 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison"
    
    Valve Software - vrad.exe SSE (Jul  2 2015)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [39 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
    Setting up ray-trace acceleration structure... Done (3.71 seconds)
    23643 faces
    24 degenerate faces
    1690597 square feet [243445984.00 square inches]
    55 Displacements
    554 Square Feet [79823.10 Square Inches]
    23619 patches before subdivision
    151863 patches after subdivision
    sun extent from map=0.087156
    83 direct lights
    BuildFacelights:     0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    .4...5...6...7...8...9...10 (9)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (80)
    transfers 20044399, max 1962
    transfer lists: 152.9 megs
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    Build Patch/Sample Hash Table(s).....Done<0.0395 sec>
    FinalLightFace:      0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    SampleRadial: Punting, Waiting for fix
     warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    .4...5...6...7...8...9...10 (14)
    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 
    ------------       ---------------  ---------------  -------- 
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    brushes               5361/8192        64332/98304    (65.4%) 
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    visdata               [variable]     7150646/16777216 (42.6%) 
    entdata               [variable]       86661/393216   (22.0%) 
    LDR ambient table    12666/65536       50664/262144   (19.3%) 
    HDR ambient table    12666/65536       50664/262144   (19.3%) 
    LDR leaf ambient     19335/65536      541380/1835008  (29.5%) 
    HDR leaf ambient     12666/65536      354648/1835008  (19.3%) 
    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]           1/54406    ( 0.0%) 
    pakfile               [variable]        1089/0        ( 0.0%) 
    physics               [variable]     1860506/4194304  (44.4%) 
    physics terrain       [variable]        5241/1048576  ( 0.5%) 
    
    Level flags = 0
    
    Total triangle count: 69109
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
    2 minutes, 6 seconds elapsed
    Valve Software - vrad.exe SSE (Jul  2 2015)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [39 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
    Setting up ray-trace acceleration structure... Done (3.73 seconds)
    23643 faces
    24 degenerate faces
    1690597 square feet [243445984.00 square inches]
    55 Displacements
    554 Square Feet [79823.10 Square Inches]
    23619 patches before subdivision
    151863 patches after subdivision
    sun extent from map=0.087156
    83 direct lights
    BuildFacelights:     0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    .4...5...6...7...8...9...10 (9)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (72)
    transfers 20044399, max 1962
    transfer lists: 152.9 megs
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    Build Patch/Sample Hash Table(s).....Done<0.0405 sec>
    FinalLightFace:      0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    SampleRadial: Punting, Waiting for fix
     warning - face vectors parallel to face normal. bad lighting will be produced
     warning - face vectors parallel to face normal. bad lighting will be produced
    .4...5...6...7...8...9...10 (13)
    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                  28/1024         1344/49152    ( 2.7%) 
    brushes               5361/8192        64332/98304    (65.4%) 
    brushsides           45404/65536      363232/524288   (69.3%) 
    planes               22924/65536      458480/1310720  (35.0%) 
    vertexes             38702/65536      464424/786432   (59.1%) 
    nodes                12637/65536      404384/2097152  (19.3%) 
    texinfos              1829/12288      131688/884736   (14.9%) 
    texdata                 56/2048         1792/65536    ( 2.7%) 
    dispinfos               55/0            9680/0        ( 0.0%) 
    disp_verts            1823/0           36460/0        ( 0.0%) 
    disp_tris             2528/0            5056/0        ( 0.0%) 
    disp_lmsamples        3060/0            3060/0        ( 0.0%) 
    faces                23643/65536     1324008/3670016  (36.1%) 
    hdr faces            23643/65536     1324008/3670016  (36.1%) 
    origfaces            13254/65536      742224/3670016  (20.2%) 
    leaves               12666/65536      405312/2097152  (19.3%) 
    leaffaces            26507/65536       53014/131072   (40.4%) 
    leafbrushes          18608/65536       37216/131072   (28.4%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges           168248/512000     672992/2048000  (32.9%) 
    edges                96850/256000     387400/1024000  (37.8%) 
    LDR worldlights         83/8192         7304/720896   ( 1.0%) 
    HDR worldlights         83/8192         7304/720896   ( 1.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips           2131/32768       21310/327680   ( 6.5%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         34590/65536       69180/131072   (52.8%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 3/512          1056/180224   ( 0.6%) 
    LDR lightdata         [variable]     5299056/0        ( 0.0%) 
    HDR lightdata         [variable]     5299056/0        ( 0.0%) 
    visdata               [variable]     7150646/16777216 (42.6%) 
    entdata               [variable]       86661/393216   (22.0%) 
    LDR ambient table    12666/65536       50664/262144   (19.3%) 
    HDR ambient table    12666/65536       50664/262144   (19.3%) 
    LDR leaf ambient     19335/65536      541380/1835008  (29.5%) 
    HDR leaf ambient     19335/65536      541380/1835008  (29.5%) 
    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]           1/54406    ( 0.0%) 
    pakfile               [variable]        1089/0        ( 0.0%) 
    physics               [variable]     1860506/4194304  (44.4%) 
    physics terrain       [variable]        5241/1048576  ( 0.5%) 
    
    Level flags = 0
    
    Total triangle count: 69109
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp
    1 minute, 56 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Abandoned_Prison.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Abandoned_Prison.bsp"
    
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -sw -novid -w 1920 -h 1080 -noborder +sv_cheats 1 +map "Abandoned_Prison" -steam
    
    Edit: just read in the Valve developer wiki: "This can happen when using Align to texture (Alt + Template-RMB.png right mouse button), to fix this, find the brush causing it (backtrack through your recent changes), align the affected face to World or Face, and manually apply the texture settings."

    Think I'll have to go through all recent texture changes:crying:
     
    Last edited: Aug 18, 2015
  5. Idolon

    aa Idolon the worst admin

    Messages:
    1,568
    Positive Ratings:
    4,558
    Make sure you don't run VRAD on fast. It's probably not the issue, but you should always run it on default when checking for lighting errors. Also, you can skip out on compiling HDR lighting. It'll make debugging the issue faster.

    This error checker is a good place to start when looking for issues. There's a number of really strange causes for light to be completely sucked out of the map, and it's not a very well documented issue. A few suggestions:

    -Try to simplify any complex or small geometry. I've had this issue occur from having small complex geometry all tied to the same func_detail.

    -Move your entire map so that the origin (0,0,0) isn't inside your map. It doesn't make any sense, but it's been a solution in the past.
     
  6. bamibal

    bamibal L1: Registered

    Messages:
    47
    Positive Ratings:
    5
    Ironically it seems that the new arches I made (in this thread http://forums.tf2maps.net/showthread.php?t=25352) are causing this. And I've placed and textured abou 100 of them. Time to waste some hours finding the faulty ones, yay:O

    The interlopers checker doesn't recognise this error btw.
     
  7. Snowbat

    Snowbat L4: Comfortable Member

    Messages:
    165
    Positive Ratings:
    61
    You mean you have a big hollow cube all around your map? That's a really bad way to make a skybox mate.
    https://developer.valvesoftware.com/wiki/Skybox_(2D) (see the notes)
     
  8. bamibal

    bamibal L1: Registered

    Messages:
    47
    Positive Ratings:
    5
    I read this a lot but never why, or what is the right way. Care to elaborate?
     
  9. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,035
    Positive Ratings:
    3,994
  10. Snowbat

    Snowbat L4: Comfortable Member

    Messages:
    165
    Positive Ratings:
    61
    Because that would turn your map into one big giant room which kills performance. But more importantly, the engine will be drawing plenty of brush faces the player will never see: all the brush faces that face "outwards" will still be rendered because the enigne will thinik they're part of the playable area.
    I'll upload a drawing of what I mean.