[FIXED] Environment lighting is screwed up, help?

Discussion in 'Mapping Questions & Discussion' started by Sp00k, Jul 17, 2017.

  1. Sp00k

    Sp00k L1: Registered

    Messages:
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    Positive Ratings:
    4
    http://imgur.com/a/dzK0d

    I have no idea what I did that caused this problem but I know that I definitely didn't mess around with environment lighting.
     
  2. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    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.
     
  3. iiboharz

    aa iiboharz Meme Queen

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    Looks very likely that you've got a leak, please post your compile log.
     
  4. Midlou

    Midlou L1: Registered

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    Disable shadows of any prop of the skybox 3D.
     
  5. iiboharz

    aa iiboharz Meme Queen

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    It doesn't look like they even have a 3D skybox.
     
  6. henke37

    aa henke37

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    You mean just "within a brush". It's a bit harder to hit one of the faces and it makes no difference.
     
  7. Sp00k

    Sp00k L1: Registered

    Messages:
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    Positive Ratings:
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    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)
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    transfer lists: 5.9 megs
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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"
     
  8. Sp00k

    Sp00k L1: Registered

    Messages:
    28
    Positive Ratings:
    4
    That is correct- I am only using skybox textures.
     
  9. Viperi

    aa Viperi not actually a snek

    Messages:
    962
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    533
    Brush inside world origin?
     
  10. Sp00k

    Sp00k L1: Registered

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    4
    To fix that I'd have to move everything right? So how can I select all the entities at once instead of having to shift + left click everything?
     
  11. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    469
    Go to Map > Map Properties. That should select everything.
     
    • Respectfully Disagree Respectfully Disagree x 1
  12. Viperi

    aa Viperi not actually a snek

    Messages:
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    533
    Hold and drag mouse 1 with the selection tool selected to use select boxes.
     
  13. Viperi

    aa Viperi not actually a snek

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    533
    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.
     
  14. Sp00k

    Sp00k L1: Registered

    Messages:
    28
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    4
    Okay so now that I actually checked, the map is roughly 32HU above the origin so I dont think thats the problem
     
  15. Viperi

    aa Viperi not actually a snek

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    I'm pretty sure the origin must be inside the map.
     
  16. Sp00k

    Sp00k L1: Registered

    Messages:
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    I havent moved the map at all and this wasn't a problem when I began.
     
  17. MOCOLONI

    MOCOLONI L5: Dapper Member

    Messages:
    242
    Positive Ratings:
    60
    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?
     
  18. Sp00k

    Sp00k L1: Registered

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    Here's the .vmf file, have a look I suppose
     

    Attached Files:

  19. Joeakuaku

    Joeakuaku L1: Registered

    Messages:
    15
    Positive Ratings:
    2
    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: Jul 20, 2017
  20. Joeakuaku

    Joeakuaku L1: Registered

    Messages:
    15
    Positive Ratings:
    2
    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)