Light environment showing darkness in map...

Discussion in 'Mapping Questions & Discussion' started by static2601, Dec 30, 2011.

  1. static2601

    static2601 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    4
    My light_environment is not working properly and shows a dark map instead of a lit up map. My LDR leaf ambient is 138%, entdata is 144%, Waterindices is 89%, brushes 92%, brushsides 86%, vertexes 95%. I have a very large map and knew i would run into problems with fullness, but expected to be able to work around them. Right now I can't figure out what the heck LDR leaf ambient is or how it lower it. I think this might be the cause of my light_environment not working the way it should. for the last week ive been putting in all of my time to get this map out on my server before christmas but now i'd be lucky to get it out by new years. Most of what ive been doing since then is debugging my map issues, I've tried everything I could think of. Please help.
     
  2. static2601

    static2601 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    4
    Ok , im gonna post a compile log,

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\staticx2601\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf" "C:\HammerAutosave\newmario_123011_lightmaps_02.vmf"

    Valve Software - vbsp.exe (Oct 25 2011)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf\materials
    Loading C:\HammerAutosave\newmario_123011_lightmaps_02.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/newmario_123011_lightmaps_02/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    env_cubemap pointing at deleted brushside near (-991, -751, 770)
    env_cubemap pointing at deleted brushside near (-991, -751, 770)
    env_cubemap pointing at deleted brushside near (-991, -751, 770)
    env_cubemap pointing at deleted brushside near (-1910, -966, 770)
    Material UADOKU/WATER is depending on itself through materialvar $bottommaterial! Ignoring...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 8 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (7)
    writing C:\HammerAutosave\newmario_123011_lightmaps_02.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 (5) (3045024 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 10691 texinfos to 5026
    Reduced 366 texdatas to 328 (12336 bytes to 10680)
    Writing C:\HammerAutosave\newmario_123011_lightmaps_02.bsp
    32 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\staticx2601\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf" -fast "C:\HammerAutosave\newmario_123011_lightmaps_02"

    Valve Software - vvis.exe (Oct 25 2011)
    fastvis = true
    4 threads
    reading c:\hammerautosave\newmario_123011_lightmaps_02.bsp
    reading c:\hammerautosave\newmario_123011_lightmaps_02.prt
    9924 portalclusters
    31003 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (52)
    Optimized: 1385192 visible clusters (0.00%)
    Total clusters visible: 27333334
    Average clusters visible: 2754
    Building PAS...
    Average clusters audible: 4821
    visdatasize:11299597 compressed from 24770304
    writing c:\hammerautosave\newmario_123011_lightmaps_02.bsp
    1 minute, 8 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\staticx2601\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf" -noextra "C:\HammerAutosave\newmario_123011_lightmaps_02"

    Valve Software - vrad.exe SSE (Oct 25 2011)

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

    Loading c:\hammerautosave\newmario_123011_lightmaps_02.bsp
    Setting up ray-trace acceleration structure... Done (3.69 seconds)
    41969 faces
    24 degenerate faces
    4588059 square feet [660680576.00 square inches]
    55 Displacements
    20179 Square Feet [2905879.25 Square Inches]
    41945 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    227831 patches after subdivision
    sun extent from map=0.087156
    563 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (51)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (178)
    transfers 59590540, max 2993
    transfer lists: 454.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(519378, 429626, 656906)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(175014, 119987, 217048)
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    Bounce #3 added RGB(90254, 47328, 87496)
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    Bounce #4 added RGB(55848, 22060, 36515)
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    Bounce #5 added RGB(38217, 12000, 16585)
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    Bounce #6 added RGB(27271, 7114, 7844)
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    Bounce #7 added RGB(20047, 4553, 3961)
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    Bounce #14 added RGB(3128, 363, 98)
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    Bounce #15 added RGB(2451, 260, 63)
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    Bounce #16 added RGB(1925, 186, 41)
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    Bounce #17 added RGB(1516, 134, 27)
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    Bounce #18 added RGB(1196, 96, 18)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #19 added RGB(945, 69, 12)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #20 added RGB(748, 49, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #21 added RGB(593, 36, 5)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #22 added RGB(470, 26, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #23 added RGB(373, 18, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #24 added RGB(296, 13, 2)
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    Bounce #25 added RGB(235, 9, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #26 added RGB(187, 7, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #27 added RGB(149, 5, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #28 added RGB(118, 4, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #29 added RGB(94, 3, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #30 added RGB(75, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #31 added RGB(60, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #32 added RGB(47, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #33 added RGB(38, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #34 added RGB(30, 0, 0)
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    Bounce #35 added RGB(24, 0, 0)
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    Bounce #36 added RGB(19, 0, 0)
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    Bounce #37 added RGB(15, 0, 0)
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    Bounce #38 added RGB(12, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #39 added RGB(10, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #40 added RGB(8, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #41 added RGB(6, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #42 added RGB(5, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #43 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #44 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #45 added RGB(2, 0, 0)
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    Bounce #46 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #47 added RGB(2, 0, 0)
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    Bounce #48 added RGB(1, 0, 0)
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    Bounce #49 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1328 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (50)
    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 (61)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 781/1024 37488/49152 (76.3%)
    brushes 7765/8192 93180/98304 (94.8%) VERY FULL!
    brushsides 58251/65536 466008/524288 (88.9%) VERY FULL!
    planes 40736/65536 814720/1310720 (62.2%)
    vertexes 64316/65536 771792/786432 (98.1%) VERY FULL!
    nodes 27422/65536 877504/2097152 (41.8%)
    texinfos 5026/12288 361872/884736 (40.9%)
    texdata 328/2048 10496/65536 (16.0%)
    dispinfos 55/0 9680/0 ( 0.0%)
    disp_verts 1375/0 27500/0 ( 0.0%)
    disp_tris 1760/0 3520/0 ( 0.0%)
    disp_lmsamples 68136/0 68136/0 ( 0.0%)
    faces 41969/65536 2350264/3670016 (64.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 22728/65536 1272768/3670016 (34.7%)
    leaves 28204/65536 902528/2097152 (43.0%)
    leaffaces 47341/65536 94682/131072 (72.2%)
    leafbrushes 17574/65536 35148/131072 (26.8%)
    areas 13/256 104/2048 ( 5.1%)
    surfedges 294524/512000 1178096/2048000 (57.5%)
    edges 170717/256000 682868/1024000 (66.7%)
    LDR worldlights 563/8192 49544/720896 ( 6.9%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 5/32768 60/393216 ( 0.0%)
    waterstrips 3282/32768 32820/327680 (10.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 62589/65536 125178/131072 (95.5%) VERY FULL!
    cubemapsamples 18/1024 288/16384 ( 1.8%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 7397116/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 11299597/16777216 (67.4%)
    entdata [variable] 573055/393216 (145.7%) VERY FULL!
    LDR ambient table 28204/65536 112816/262144 (43.0%)
    HDR ambient table 28204/65536 112816/262144 (43.0%)
    LDR leaf ambient 90840/65536 2543520/1835008 (138.6%) VERY FULL!
    HDR leaf ambient 28204/65536 789712/1835008 (43.0%)
    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] 1/16104 ( 0.0%)
    pakfile [variable] 2038401/0 ( 0.0%)
    physics [variable] 3045024/4194304 (72.6%)
    physics terrain [variable] 14649/1048576 ( 1.4%)

    Level flags = 0

    Total triangle count: 118867
    Writing c:\hammerautosave\newmario_123011_lightmaps_02.bsp
    6 minutes, 7 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\HammerAutosave\newmario_123011_lightmaps_02.bsp" "c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf\maps\newmario_123011_lightmaps_02.bsp"


    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\staticx2601\team fortress 2\tf" +map "newmario_123011_lightmaps_02"

    the map is mario kart but ive edited it over a year or so, adding things my servers players would like to see and that are fun to play. I took the original mariokart and added a bunch of new stuff every so often and eventually added minecraft into it. Now im upgrading it to have a tunnel from the underground to the minecraft area. my work isnt pretty put does work most the time. Sometime i get problems that take a while to figure out .One of those times being now. I also only run the map on fast compile because the last time i ran a normal compile it went over 3 days compiling before i canceled it.
     
    Last edited: Dec 31, 2011
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,365
    There's an assload of brushes in your map, probably none of them func_detailed. That might cause the compile to take 3 days (a completed, detailed map shouldn't take more than, say, a half hour). Check for invalid solids with alt-p, you have a zero area child patch. Also probably some leaks, even though they're not showing up. Basically run through the basic troubleshooting stuff and see what happens.
     
  4. static2601

    static2601 L2: Junior Member

    Messages:
    79
    Positive Ratings:
    4
    I've gone through all the checks and can't find any leaks, entities touching void, invalid solids. I think i just have too much open space. How would i optimize this space? I'm familiar with optimizations but too to good at using them properly. As for func_detail, I have very little, if I made more brushes func_detail, wouldn't that add to my all ready high entity count? Also, do brush faces that are touching the void compile or should i put a no draw on them? Thanks
     
  5. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    You should have a lot of func_details in your map. The larger the map, the more detail brushes it should have (though saying that, going overboard with the func_details will cause players' framerates to drop considerably due to too much being rendered unnecessarily). A huge map with no detail brushes will take an age - almost literally - to compile fully.

    As for the open spaces, it's basically impossible to optimise them. It's best to just not include them in the first place as they tend to turn maps into sniperfests.
     
  6. Mr. Happy

    Mr. Happy L6: Sharp Member

    Messages:
    320
    Positive Ratings:
    144
    Faces touching the void get removed. Faces touching other faces get removed. Tons of faces get removed: the faces in your map after compiling are rarely the same shape and size as what you make, all that is left is what faces the interior playspace (with exceptions for brush entities and some details).

    Func_details do not affect the entity count, func_details are merged into a single entity which has it's own special place in the map file. Use them everywhere you can to simplify the skeleton of the map.

    func_visclusters do technically little to optimize large areas but will speed your compile up greatly. Use large blocky ones to fill space in places where they don't intersect anything, and they will tell the compiler that the space they fill is one "cluster."