I compiled my map and it made my whole singleplayer games fullbright

Discussion in 'Mapping Questions & Discussion' started by Seitan, Mar 26, 2017.

  1. Seitan

    Seitan L3: Member

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    I compiled my map and received several overlay errors on my compile log, I fixed them, compiled again and boom, my map went fullbright, I thought I forgot to check the light entities on the visgroups window, but they were included in the compile, I checked if VRAD didn't crash during compiling, it didn't happen either, I tried typing sv_cheats 1 and then mat_fullbright 0, It didn't work, mat_fullbright is set to 1 instantly, it's like setting its value to 0 doesn't even work.

    I created a thread on Steam's TF2 Forums, I tried everything but all of my singleplayer games are still fullbright, when I join a multiplayer server my lighting is ok, but singleplayer is completely fullbright.

    Is it possible for Hammer to eff up your game's graphical settings?
    How can I fix this?

    [​IMG]
    Example of this issue by loading Gravel Pit on singleplayer.
     
  2. Diva Dan

    aa Diva Dan hello!

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    Have you restarted TF2, Steam, or your computer? It's normal for a fullbright map to have lasting effects, but restarting tf2 fixes it for me
     
  3. Seitan

    Seitan L3: Member

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    Yeah I have restarted everything, it's still the same
     
  4. Nicky

    aa Nicky Lets try something new!

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    Truly adding "mat_fullbright 0" to your autoexec config in your tf/cfg folder. To make a config if there isn't one already there, create a notepad file (a txt file), write what you want in it, save it, then manually change the file format in the file explorer from ".txt" to ".cfg". To be able to see file formats in the file explorer, there should be a check box in the "view" tab at he top of the window. The final name of the file should be "autoexec.cfg" without the quotation marks.

    I'm not sure if this will fix your issue, however. You could also verify your game cache to make sure your download of the game hasn't gotten bugged by some off chance.
     
  5. Seitan

    Seitan L3: Member

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    I already did a autoexec file with mat_fullbright 0 and veryfied my game cache, seems like this cannot be fixed
     
  6. Dr. Orange

    Dr. Orange L6: Sharp Member

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    I think this might be caused by only compiling with HDR lighting, though I'm not sure.
     
    • Agree Agree x 1
  7. Pocket

    aa Pocket func_croc

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    This sounds suspiciously similar to the time I got locked out of having mat_specular on. For the record, the only thing that worked was putting it in the launch options in Steam, and then eventually reinstalling the game from scratch on a fresh Windows install.

    When you say "single player games", do you mean this only happens when you try to launch a map from the console, and that joining public servers works fine, or that this somehow has affected all your Source games?
     
  8. Seitan

    Seitan L3: Member

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    This only happens when I create a singleplayer server, if I join a multiplayer one there's no fullbright
     
  9. Seitan

    Seitan L3: Member

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    I tried turning mat_fullbright 1 and then turning it off on another Source engine games and it worked, it's very weird that mat_fullbright 0 doesn't work on TF2 for me
     
  10. Seitan

    Seitan L3: Member

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    I loaded another maps on singleplayer, arena, ctf, pl, koth, the lighting is ok on every map, this is only messing up with some CP maps, they have light_environment and there's no leaks at all.

    What the hell is going on here?
     
  11. Seitan

    Seitan L3: Member

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    Okay so I can disable fullbright on every map, but not on mine, it's like I don't even have a light_environment, there's no leaks, what can I do?
     
  12. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Someone has already said this but you didn't respond to it.

    Are you sure you're compiling with LDR lighting enabled?
     
  13. Seitan

    Seitan L3: Member

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    Yeah, I'm pretty sure I am, anyways how can I confirm I'm compiling with LDR enabled?
     
    Last edited: Mar 27, 2017
  14. henke37

    aa henke37

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    The compile log will make it clear.

    Also, you generally want a light_environment so that you get some light.
     
  15. Seitan

    Seitan L3: Member

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    My 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:\Users\Seitann\Documents\Mapas\cp_beidian_a3.vmf"

    Valve Software - vbsp.exe (Feb 13 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.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 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (1)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 888 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_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 (5) (1244342 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 3872 texinfos to 2047
    Reduced 130 texdatas to 113 (4157 bytes to 3664)
    Writing C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.bsp
    Wrote ZIP buffer, estimated size 19071, actual size 13899
    16 seconds elapsed
    13.780170 3.625153 0.000000
    13.780170 0.438848 0.000000
    13.780170 3.509040 0.000000
    13.001991 3.625151 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** 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:\Users\Seitann\Documents\Mapas\cp_beidian_a3"

    Valve Software - vvis.exe (Feb 13 2017)
    8 threads
    reading c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
    reading c:\users\seitann\documents\mapas\cp_beidian_a3.prt
    2575 portalclusters
    6171 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (285)
    Optimized: 4440 visible clusters (0.55%)
    Total clusters visible: 803127
    Average clusters visible: 311
    Building PAS...
    Average clusters audible: 718
    visdatasize:544956 compressed from 1689200
    writing c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
    4 minutes, 46 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:\Users\Seitann\Documents\Mapas\cp_beidian_a3"

    Valve Software - vrad.exe SSE (Feb 13 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
    Setting up ray-trace acceleration structure... Done (6.46 seconds)
    37224 faces
    31051478 square feet [4471412736.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    37224 patches before subdivision
    3035210 patches after subdivision
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
    light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
    light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
    light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
    light has _fifty_percent_distance of 140.000000 but _zero_percent_distance of 60.000000
    light has _fifty_percent_distance of 288.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 288.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 288.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 288.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 228.000000 but _zero_percent_distance of 66.000000
    light has _fifty_percent_distance of 374.000000 but _zero_percent_distance of 196.000000
    light has _fifty_percent_distance of 388.000000 but _zero_percent_distance of 124.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 336.000000 but _zero_percent_distance of 144.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 336.000000 but _zero_percent_distance of 144.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 392.000000 but _zero_percent_distance of 200.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 491.000000 but _zero_percent_distance of 200.000000
    light has _fifty_percent_distance of 140.000000 but _zero_percent_distance of 60.000000
    light has _fifty_percent_distance of 589.000000 but _zero_percent_distance of 245.000000
    light has _fifty_percent_distance of 452.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 452.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 404.000000 but _zero_percent_distance of 152.000000
    light has _fifty_percent_distance of 404.000000 but _zero_percent_distance of 152.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 737.000000 but _zero_percent_distance of 367.000000
    light has _fifty_percent_distance of 402.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 605.000000 but _zero_percent_distance of 245.000000
    light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
    light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 208.000000
    light has _fifty_percent_distance of 494.000000 but _zero_percent_distance of 178.000000
    light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
    light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
    light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
    light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
    light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
    light has _fifty_percent_distance of 332.000000 but _zero_percent_distance of 168.000000
    light has _fifty_percent_distance of 903.000000 but _zero_percent_distance of 459.000000
    light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 280.000000
    light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 280.000000
    light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 280.000000
    light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 280.000000
    light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 188.000000
    light has _fifty_percent_distance of 440.000000 but _zero_percent_distance of 188.000000
    light has _fifty_percent_distance of 781.000000 but _zero_percent_distance of 441.000000
    light has _fifty_percent_distance of 1043.000000 but _zero_percent_distance of 575.000000
    light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
    light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 117.000000
    light has _fifty_percent_distance of 705.000000 but _zero_percent_distance of 274.000000
    light has _fifty_percent_distance of 312.000000 but _zero_percent_distance of 152.000000
    light has _fifty_percent_distance of 312.000000 but _zero_percent_distance of 152.000000
    light has _fifty_percent_distance of 196.000000 but _zero_percent_distance of 28.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 321.000000 but _zero_percent_distance of 172.000000
    light has _fifty_percent_distance of 712.000000 but _zero_percent_distance of 336.000000
    sun extent from map=0.052336
    909 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (909)
    BuildVisLeafs: 0Out of memory or address space. Texture quality setting may be too high.


    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_beidian_a3.bsp"
     
  16. Micnax

    aa Micnax I maek map

    Messages:
    2,056
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    1,382
    Can sometimes cause problems

    This is likely causing your problem for sure. The first value (50% falloff) is larger than the second value (0% falloff), when it should be the other way around (50% value is smaller than the 0% value).

    I'd recommend swapping them around or removing the values from them outright, as they're only really commonly used to specifically control lighting in certain situations.
     
  17. Seitan

    Seitan L3: Member

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    16
    How can I find the light entities causing the second problem?
     
  18. Micnax

    aa Micnax I maek map

    Messages:
    2,056
    Positive Ratings:
    1,382
    Since there's so many entries of it, I'm thinking almost all your light entities have that problem.

    You can easily find and select all the lights you have by going to Map > Entity Report and then checking By class (bottom right) and typing light. You can then ctrl+select all the lights and change the values of all of them to the values you want (or delete it to stop the problem outright)
     
  19. Seitan

    Seitan L3: Member

    Messages:
    136
    Positive Ratings:
    16
    I fixed the lights, but the map is still fullbright, here's the updated 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:\Users\Seitann\Documents\Mapas\cp_beidian_a3.vmf"

    Valve Software - vbsp.exe (Feb 13 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.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 (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 888 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_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 (3) (1244342 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 3872 texinfos to 2047
    Reduced 130 texdatas to 113 (4157 bytes to 3664)
    Writing C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.bsp
    Wrote ZIP buffer, estimated size 19071, actual size 13899
    18 seconds elapsed
    13.780170 3.625153 0.000000
    13.780170 0.438848 0.000000
    13.780170 3.509040 0.000000
    13.001991 3.625151 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** 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:\Users\Seitann\Documents\Mapas\cp_beidian_a3"

    Valve Software - vvis.exe (Feb 13 2017)
    8 threads
    reading c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
    reading c:\users\seitann\documents\mapas\cp_beidian_a3.prt
    2575 portalclusters
    6171 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (275)
    Optimized: 4440 visible clusters (0.55%)
    Total clusters visible: 803127
    Average clusters visible: 311
    Building PAS...
    Average clusters audible: 718
    visdatasize:544956 compressed from 1689200
    writing c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
    4 minutes, 37 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:\Users\Seitann\Documents\Mapas\cp_beidian_a3"

    Valve Software - vrad.exe SSE (Feb 13 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\seitann\documents\mapas\cp_beidian_a3.bsp
    Setting up ray-trace acceleration structure... Done (5.91 seconds)
    37224 faces
    31051478 square feet [4471412736.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    37224 patches before subdivision
    3035210 patches after subdivision
    sun extent from map=0.052336
    909 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (793)
    BuildVisLeafs: 0Out of memory or address space. Texture quality setting may be too high.


    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Seitann\Documents\Mapas\cp_beidian_a3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_beidian_a3.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" -console -novid -staticproplighting +map "cp_beidian_a3" -steam
     
  20. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
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    I've never seen an error message attached to a BuildVisLeafs crash like this, so I don't know if it's any different...but I would try some lightmap optimization to give vrad an easier time. I read that complex visleafs can cause problems with vrad as well.

    Also, what is -staticproplighting doing in your launch options? That goes in vrad's parameters (expert compile, insert before -game).
     
    • Thanks Thanks x 1