Full bright when I play TF2.

Discussion in 'Mapping Questions & Discussion' started by Bunker Junker, Oct 2, 2017.

  1. Bunker Junker

    Bunker Junker L3: Member

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    Note: I don't believe it's a leak, as when I tested the map on Hammer, the lighting runs fine, but when I open the map on console, it just turns into full bright.


    Any idea on why it does this? I think the problem is the fact I name the files of the map after random words.
     
  2. Simulacron

    Simulacron L6: Sharp Member

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    Did you maybe load up another map that is fullbright before loading up yours? Tf2 often keeps the fullbright on, even after you switched to another map and I need to restart the game to reset this.
     
  3. Lampenpam

    aa Lampenpam

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    or you could just type "mat_fullbright 0" into the console.
     
  4. Bunker Junker

    Bunker Junker L3: Member

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    Not that I'm aware of, but I'll try restart the game.

    I typed that while I was in the map, I assume you have to type it before you join the map?
     
  5. Bunker Junker

    Bunker Junker L3: Member

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    Alright, after looking at the compile thingy, apparently I messed something up with the skybox, and I'll assume that's the reason why this problem is happening.
     
  6. Lampenpam

    aa Lampenpam

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    It's just when you test a map that has no light compiled, so it's fullbright, and then switch to a map that *does* have light compiled, the game might still be in fullbright mode. So if you know that the map you are playing now should have light, you type mat_fullbright 0 into the console.
    Appearently this is not the solution to your problem, but keep it in mind, might save you from a bit confusion for these situations.
     
  7. Bunker Junker

    Bunker Junker L3: Member

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    Mmm, well this is apparently a problem of something else, as the mat_fullbright 0 failed to work for me.
     
  8. pennsyrail

    pennsyrail L2: Junior Member

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    You have to enable cheats in order to disable mat_fullbright. Type in "sv_cheats 1" and then try the "mat_fullbright 0" command. Also, the obvious response of make sure your map has no leaks and that assorted stuff.
     
  9. Another Bad Pun

    Server Staff Another Bad Pun bap

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    Post the compile log please
     
    • Agree Agree x 1
  10. Bunker Junker

    Bunker Junker L3: Member

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    ** 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\arena_jikko23.vmf"

    Valve Software - vbsp.exe (Jun 14 2017)
    6 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\arena_jikko23.vmf
    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_static (-2288.00 -1238.00 395.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 6656.0 355.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7168.0 6656.0 355.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 7168.0 355.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6152.2 5120.0 355.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6664.2 5120.0 355.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 5632.0 355.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7168.0 5632.0 355.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 7168.0 355.0)
    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:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 4 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    *** 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...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (190287 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1864 texinfos to 1292
    Reduced 23 texdatas to 23 (514 bytes to 514)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_jikko23.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    6 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\arena_jikko23"

    Valve Software - vvis.exe (Jun 14 2017)
    6 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_jikko23.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_jikko23.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_jikko23.prt


    ** 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\arena_jikko23"

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

    Valve Radiosity Simulator
    6 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\arena_jikko23.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (2.50 seconds)
    9964 faces
    7184108 square feet [1034511552.00 square inches]
    6 Displacements
    878 Square Feet [126524.06 Square Inches]
    sun extent from map=0.087156
    305 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (358)
    Build Patch/Sample Hash Table(s).....Done<0.1464 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 (57)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 482/8192 5784/98304 ( 5.9%)
    brushsides 3566/65536 28528/524288 ( 5.4%)
    planes 4800/65536 96000/1310720 ( 7.3%)
    vertexes 14970/65536 179640/786432 (22.8%)
    nodes 6143/65536 196576/2097152 ( 9.4%)
    texinfos 1292/12288 93024/884736 (10.5%)
    texdata 23/2048 736/65536 ( 1.1%)
    dispinfos 6/0 1056/0 ( 0.0%)
    disp_verts 486/0 9720/0 ( 0.0%)
    disp_tris 768/0 1536/0 ( 0.0%)
    disp_lmsamples 3256/0 3256/0 ( 0.0%)
    faces 9964/65536 557984/3670016 (15.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2024/65536 113344/3670016 ( 3.1%)
    leaves 6146/65536 196672/2097152 ( 9.4%)
    leaffaces 11886/65536 23772/131072 (18.1%)
    leafbrushes 4518/65536 9036/131072 ( 6.9%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 55532/512000 222128/2048000 (10.8%)
    edges 28878/256000 115512/1024000 (11.3%)
    LDR worldlights 305/8192 26840/720896 ( 3.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1214/32768 12140/327680 ( 3.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16764/65536 33528/131072 (25.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 7539884/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 113091/393216 (28.8%)
    LDR ambient table 6146/65536 24584/262144 ( 9.4%)
    HDR ambient table 6146/65536 24584/262144 ( 9.4%)
    LDR leaf ambient 34211/65536 957908/1835008 (52.2%)
    HDR leaf ambient 6146/65536 172088/1835008 ( 9.4%)
    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] 1/53212 ( 0.0%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 190287/4194304 ( 4.5%)
    physics terrain [variable] 1104/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 27451
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_jikko23.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    7 minutes, 7 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_jikko23.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\arena_jikko23.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" -novid +map "arena_jikko23" -steam


    Sorry for late reply too, have been really busy working on another map, and dealing with life.
     
  11. henke37

    aa henke37

    Messages:
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    420
    There's your issue. You have a leak, despite you claiming otherwise.

    That will be 2.37 for reading the log and 5.99 for the diagnosis.
     
    • Funny Funny x 1
  12. Bunker Junker

    Bunker Junker L3: Member

    Messages:
    107
    Positive Ratings:
    19
    Hmm, props can cause leaks? Well now..

    Got change for a twenty by any chance?
     
    • Funny Funny x 1