HDR lighting not working

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
To help you find what you're looking for you'll need to use your visgroup panel:

visg.jpg


uncheck the top one to turn visibility of your map off. Then check the displacements tab to turn only displacements on. Alternatively you can check func_detail's on which is found at the bottom of the list in the little window. In fact func_detail would probably be easier as you can then spot the face with the tri-grid on it if you select all the objects in your map (map>select all).

Happy hunting.
 
Last edited:

eXuaL

L1: Registered
Mar 15, 2011
16
0
hey guys!

GOOD news, my compile works again and i have func_detailed some brushes
AND my VRAD is getting somewhere.. woohoo but wait...
It is still not finishing there is a error somewhere:
alt+p shows a few invalid hammer-id's but after thats fixed no more errors
the main thing that I see is a Zero area child patch, no idea what this means or how to fix it,

Compile:


** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\mattieking\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-1622, 372, -438)
env_cubemap pointing at deleted brushside near (-854, 372, -438)
env_cubemap pointing at deleted brushside near (1197, 210, -293)
env_cubemap pointing at deleted brushside near (1197, 210, -293)
env_cubemap pointing at deleted brushside near (1197, 210, -293)
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)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 448 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.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 (1) (652059 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4082 texinfos to 2642
Reduced 219 texdatas to 193 (8189 bytes to 7163)
Writing C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
12 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt
3234 portalclusters
9999 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (912)
Optimized: 21441 visible clusters (0.00%)
Total clusters visible: 1064417
Average clusters visible: 329
Building PAS...
Average clusters audible: 2162
visdatasize:1711042 compressed from 2638944
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
15 minutes, 19 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
Setting up ray-trace acceleration structure... Done (6.49 seconds)
16259 faces
9 degenerate faces
1375193 square feet [198027872.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
16250 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
688652 patches after subdivision
sun extent from map=0.000000
411 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (398)
BuildVisLeafs: 0...1...2...3...4
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp" "c:\program files\steam\steamapps\mattieking\team fortress 2\tf\maps\new_trade.bsp"
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
env_cubemap pointing at deleted brushside near (-1622, 372, -438)

Not sure what that means but you have 5 of them. You need to find some weird brushes at those coords, the coords are in bottom right hand of hammer. Might be a better way but I just make a brush and drag it around til I find the right spot, lol.

You still have almost as many portals as before
3234 portalclusters
9999 numportals

Basically you need to have a VERY basic map shape with major walls as world spawn (also displacements), then func_detail EVERYTHING else.

Right now just do fast lighting, and no HDR. Lighting takes a long time so you'll waste so much time just lighting when you just want to go in game. You should be able to go in game with lighting on none in about 30 seconds. With lighting on fast probably 2 minutes. With full lighting and HDR it could be 20-30 minutes for a properly optimized map (much longer if it's not).
We usually test maps with fast lighting or normal, but not HDR until final stages when you are finely detailing the looks of the map.

This is a really cool thread that shows you what a map looks like with the base world brushes vrs func_detail details in place. Too bad it's gotten so buried, this is probably the number one thing to know for performance. You might have to go towards end of thread, some of the old pic links are dead.
http://forums.tf2maps.net/showthread.php?t=1429&highlight=structure
 

eXuaL

L1: Registered
Mar 15, 2011
16
0
hey guys,

I've func_detailed awhile and vrad is still stopping for some reason, interlopers only comes up with zero area child patch
i'd really like to know why vrad isnt finishing.
anyone?


** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\mattieking\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1428 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt...Building visibility clusters...
done (1)
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 (1) (757025 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4610 texinfos to 3061
Reduced 259 texdatas to 226 (9621 bytes to 8270)
Writing C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
11 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.prt
2119 portalclusters
7208 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3388)
Optimized: 16872 visible clusters (0.00%)
Total clusters visible: 931638
Average clusters visible: 439
Building PAS...
Average clusters audible: 2027
visdatasize:895154 compressed from 1152736
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
56 minutes, 31 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp
Setting up ray-trace acceleration structure... Done (7.27 seconds)
16457 faces
6 degenerate faces
1422645 square feet [204860960.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
16451 patches before subdivision
zero area child patch
726273 patches after subdivision
sun extent from map=0.000000
426 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (603)
BuildVisLeafs: 0...1...2...3...4
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content\tf\mapsrc\new_trade.bsp" "c:\program files\steam\steamapps\mattieking\team fortress 2\tf\maps\new_trade.bsp"
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
vrad isn't finishing because vvis still crashes.

Your geometry is still too complicated (in general or at a specific location); you need to func_detail more small pieces of geometry in order to simplify your visleaf's so vvis can compute them more easily.

Perhaps you have an invalid brush? Try "check for problems" under the "map" tab on your menu bar. Tell us what that shows. But otherwise, sort out your detail geometry.
 
Last edited:

eXuaL

L1: Registered
Mar 15, 2011
16
0
ive finally gotten my light working, by optimizing and func_detailing, which i was planning to do on final version , seems better to do it immediatly, thanks all!

eXuaL