How do I a prop not block light?

Mar 2, 2018
124
4
trying to use the swamp lamp prop (models/props_swamp/lamp_post001_bulb.mdl) but it seems to block any light that comes out of it including above it somehow ..
**make a prop not block light**

Here's the latest log:

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "d:\source engine\maps\[redacted]"

Valve Software - vbsp.exe (Mar 6 2018)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading d:\source engine\maps\[redacted].vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/[redacted]/swamp/nature/blendswampmudtomud001swamp_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\source engine\maps\[redacted].prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_skylab_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_skylab_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) (34426 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 212 texinfos to 81
Reduced 16 texdatas to 16 (430 bytes to 430)
Writing d:\source engine\maps\[redacted].bsp
Wrote ZIP buffer, estimated size 82669, actual size 82321
1 second elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "d:\source engine\maps\[redacted]"

Valve Software - vvis.exe (Mar 6 2018)
8 threads
reading d:\source engine\maps\[redacted].bsp
reading d:\source engine\maps\[redacted].prt
177 portalclusters
425 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: 5 visible clusters (0.02%)
Total clusters visible: 28530
Average clusters visible: 161
Building PAS...
Average clusters audible: 176
visdatasize:9556 compressed from 8496
writing d:\source engine\maps\[redacted].bsp
0 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "d:\source engine\maps\[redacted]"

Valve Software - vrad.exe SSE (Mar 6 2018)

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

[56 texlights parsed from 'lights.rad']

Loading d:\source engine\maps\[redacted].bsp
Setting up ray-trace acceleration structure... Done (0.40 seconds)
809 faces
5096232 square feet [733857408.00 square inches]
1 Displacements
56390 Square Feet [8120240.00 Square Inches]
809 patches before subdivision
22065 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 223648, max 287
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(74972, 50815, 38069)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(24391, 14908, 10202)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7048, 3629, 2306)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2188, 1023, 610)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(654, 271, 154)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(200, 77, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(60, 21, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(18, 6, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0065 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 91/8192 1092/98304 ( 1.1%)
brushsides 616/65536 4928/524288 ( 0.9%)
planes 426/65536 8520/1310720 ( 0.7%)
vertexes 1067/65536 12804/786432 ( 1.6%)
nodes 608/65536 19456/2097152 ( 0.9%)
texinfos 81/12288 5832/884736 ( 0.7%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 57564/0 57564/0 ( 0.0%)
faces 809/65536 45304/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 237/65536 13272/3670016 ( 0.4%)
leaves 629/65536 20128/2097152 ( 1.0%)
leaffaces 861/65536 1722/131072 ( 1.3%)
leafbrushes 344/65536 688/131072 ( 0.5%)
areas 7/256 56/2048 ( 2.7%)
surfedges 4505/512000 18020/2048000 ( 0.9%)
edges 2448/256000 9792/1024000 ( 1.0%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 54/32768 540/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 669/65536 1338/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 688540/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9556/16777216 ( 0.1%)
entdata [variable] 19517/393216 ( 5.0%)
LDR ambient table 629/65536 2516/262144 ( 1.0%)
HDR ambient table 629/65536 2516/262144 ( 1.0%)
LDR leaf ambient 1086/65536 30408/1835008 ( 1.7%)
HDR leaf ambient 629/65536 17612/1835008 ( 1.0%)
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] 1/13502 ( 0.0%)
pakfile [variable] 82321/0 ( 0.0%)
physics [variable] 34426/4194304 ( 0.8%)
physics terrain [variable] 321/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1951
Writing d:\source engine\maps\[redacted].bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "d:\source engine\maps\[redacted].bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\[redacted].bsp"
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
You did check the keyvalues for the prop, right?
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
605
1,201
There is a setting called "Disable shadows" in entity properties. Usually you might not want to put the light entity directly inside of the prop but slightly below it tho.
 
Mar 2, 2018
124
4
You did check the keyvalues for the prop, right?
Obviously I have -.-
There is a setting called "Disable shadows" in entity properties. Usually you might not want to put the light entity directly inside of the prop but slightly below it tho.
I don’t mean cast shadows and I’ve tried both disabling shadows and moving the light outside of the prop yet no light was cast.

To clarify, there weren’t any shadows in either case
 
Last edited:
Mar 2, 2018
124
4
This is how it looks with shadows disabled self shadowing disabled and a light_spot pointed downwards.
upload_2018-4-20_14-58-23.png
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
Have you tried disabling collisions then making a collision model out of playerclip brushes manually?