Fullbright Compile Problem

alexrox360

L1: Registered
Jun 9, 2020
15
0
My map won't compile in regular lighting, it keeps going to Fullbright after compiling. I checked Interlopers checker, I reduced all the luxels (Lighting on textures I believe) to 16 for every geometry brush in the map, I asked some of my home discords about it but no dice. I know there's some kind of angle I'm not seeing this from but I don't know what could be causing the entire map to do this.

Here are the compile logs from my last compile, and if needed I can send the map vmf over. I really hope I can find some way to fix this before I try re-designing the layout to fix it.
 

Attachments

  • test log 4.txt
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Cyberen

L3: Member
Mar 30, 2021
143
30
Make sure there aren't any light entities hidden inside visible brushes, and try optimizing your map so that anything people can't see is a nodraw. Increase the lightmap scale for huge brushes. Aside from that see what other people in this forum did by searching for "zero area child patch".
 
Aug 26, 2016
137
101
KeyValues Error: RecursiveLoadFromBuffer: got NULL key in file materials/dr_supermarket/cornfield.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got NULL key in file materials/dr_supermarket/cornfield.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got NULL key in file materials/jb_carnival/textures/glitterborder.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got NULL key in file materials/jb_carnival/textures/glitterborder.vmt
LightmappedGeneric,
KeyValues Error: LoadFromBuffer: missing { in file materials/jb_carnival/digital/digitalnum.vmt
(*UnlitGeneric*), (*Proxies*), (*ToggleTexture*),
KeyValues Error: LoadFromBuffer: missing { in file materials/jb_carnival/digital/digitalnum.vmt
(*UnlitGeneric*), (*Proxies*), (*ToggleTexture*),



Something is wrong in the vmt files for the mentioned textures. Probably a missing or extra " or }. The last one even specifically mentions a missing {

Additionally, TF2 does not automatically set `mat_fullbright` back to 0 when loading new maps, so make sure to change that once you think you've fixed the error.