[FIXED] Environment lighting is screwed up, help?

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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
Can you post your compile log?

Additionally, is the origin of your map located within a brush face? If it is, it can cause some brush faces to appear to be completely dark.
 

henke37

aa
Sep 23, 2011
2,075
Can you post your compile log?

Additionally, is the origin of your map located within a brush face? If it is, it can cause some brush faces to appear to be completely dark.
You mean just "within a brush". It's a bit harder to hit one of the faces and it makes no difference.
 

Sp00k

L1: Registered
Dec 26, 2016
28
Here's the compile log:

** 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\KOTH_Snow\koth_snow.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
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\KOTH_Snow\koth_snow.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_snow/cp_sunshine/nature/blendrocktograss001_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 62 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Snow\koth_snow.prt...Building visibility clusters...
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) (55724 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 227 texinfos to 123
Reduced 19 texdatas to 16 (465 bytes to 384)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Snow\koth_snow.bsp
Wrote ZIP buffer, estimated size 106435, actual size 106087
0 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Snow\koth_snow"

Valve Software - vvis.exe (Jun 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_snow\koth_snow.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_snow\koth_snow.prt
75 portalclusters
191 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: 6 visible clusters (0.13%)
Total clusters visible: 4705
Average clusters visible: 62
Building PAS...
Average clusters audible: 74
visdatasize:2105 compressed from 2400
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_snow\koth_snow.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.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\KOTH_Snow\koth_snow"

Valve Software - vrad.exe SSE (Jun 14 2017)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_snow\koth_snow.bsp
Setting up ray-trace acceleration structure... Done (0.07 seconds)
603 faces
184687 square feet [26595056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
603 patches before subdivision
10847 patches after subdivision
sun extent from map=0.008727
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 775465, max 306
transfer lists: 5.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(nan, nan, nan)
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Bounce #27 added RGB(nan, nan, nan)
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Bounce #28 added RGB(nan, nan, nan)
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Build Patch/Sample Hash Table(s).....Done<0.0066 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 151/8192 1812/98304 ( 1.8%)
brushsides 966/65536 7728/524288 ( 1.5%)
planes 482/65536 9640/1310720 ( 0.7%)
vertexes 996/65536 11952/786432 ( 1.5%)
nodes 288/65536 9216/2097152 ( 0.4%)
texinfos 123/12288 8856/884736 ( 1.0%)
texdata 16/2048 512/65536 ( 0.8%)
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 603/65536 33768/3670016 ( 0.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 400/65536 22400/3670016 ( 0.6%)
leaves 307/65536 9824/2097152 ( 0.5%)
leaffaces 753/65536 1506/131072 ( 1.1%)
leafbrushes 301/65536 602/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4804/512000 19216/2048000 ( 0.9%)
edges 2884/256000 11536/1024000 ( 1.1%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 132/32768 1320/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2418/65536 4836/131072 ( 3.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 512500/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2105/16777216 ( 0.0%)
entdata [variable] 18067/393216 ( 4.6%)
LDR ambient table 307/65536 1228/262144 ( 0.5%)
HDR ambient table 307/65536 1228/262144 ( 0.5%)
LDR leaf ambient 1356/65536 37968/1835008 ( 2.1%)
HDR leaf ambient 307/65536 8596/1835008 ( 0.5%)
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] 1/3046 ( 0.0%)
pakfile [variable] 106087/0 ( 0.0%)
physics [variable] 55724/4194304 ( 1.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2004
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_snow\koth_snow.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\KOTH_Snow\koth_snow.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_snow.bsp"
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
Go to Map > Map Properties. That should select everything.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
Hold and drag mouse 1 with the selection tool selected to use select boxes.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
Go to Map > Map Properties. That should select everything.
It also selects the worldspawn entity, so you dont want to select everything via that and move/copy paste, since it usually ends up with hammer crashing or the vmf not saving.
 

Sp00k

L1: Registered
Dec 26, 2016
28
Okay so now that I actually checked, the map is roughly 32HU above the origin so I dont think thats the problem
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce added RGB(nan, nan, nan)

For some reason the light isn't being applied to surfaces, but since there are no leaks, I doubt your light_environment is outside the map (or perhaps on an invalid location that doesn't count as a leak?). Can you please upload the .VMF so we can check it out?
 

Sp00k

L1: Registered
Dec 26, 2016
28
Here's the .vmf file, have a look I suppose
 

Attachments

  • koth_snow.vmf
    295.2 KB · Views: 157

Joeakuaku

L1: Registered
Jul 19, 2014
15
I'm having similar issues. RGB(nan, nan, nan). Although you're not getting a certain triangle thing I am, so that rules that pretty well out. Here's the as of typing this perhaps most recent compile log for mine. I'll try compiling yours.

edit: yours does seem to perhaps have a brush on the origin. Will compile with this issue and without.
edit2: will use fast vis
edit3: Compile log with normal BSP, fast VIS, and normal RAD with brush on origin
edit4: Screenshot
edit5: Ended up compiling twice, but before I did I moved it all up 128HU. Second log. Screenshot.

Patience-trying, isn't it?
 
Last edited:

Joeakuaku

L1: Registered
Jul 19, 2014
15
We might be able to rule out:
- Hammer settings
- Fast VRAD/VVIS
- Non-light color light_environment settings
- Clip brushes touching skybox brushes
- Clipping brushes (brushes inside each other)