Light Not Affect To Brushes

Discussion in 'Mapping Questions & Discussion' started by Macanick, Jun 5, 2017.

  1. Macanick

    Macanick L1: Registered

    Messages:
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    It was ok when i first place the light, but after i final compiled maps
    all the light is broke and not affect to brushes it looks like this :

    [​IMG]

    Its affect to player's first view and other things but not the brush sides, this light colored white
    it is same when i recompile with fast option, since i first final compiled map this situation keep happening

    but strangely some lights are not, it works normally

    [​IMG]

    (you can see player model is white-bright but maps are red because only red light affect to maps)

    here's property of red lights which works normally

    [​IMG]

    i tried to copy this property and change color to white, but it isn't work when change color to color with no saturation. it broke and not affected to maps
     

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  2. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Do not name lights. It will make them dynamic, which fucks up everything.
     
  3. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    [Whoops double post, brain still waking up]
    Oh and be careful with the "Appearance" settings as well. Basically, the source engine doesn't like it when a light is even given the ability to change. At most you can try giving all lights in a room the exact same settings. Once there are more than 4 dynamic lights hitting a surface, you are screwed.
    I'm sure the compile-log actually mentions it when you have too many dynamic lights.
     
  4. Macanick

    Macanick L1: Registered

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    Can you explain the reason why this problem happen that were worked normally at first?
    It worked everything fine except that named lights
    but after i got that problem the situation became vice versa like now
     
  5. henke37

    aa henke37

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    The source engine has a limit on how many changing lightmap lights each brush face can receive. When they are used correctly, it's not an issue. But if you do it incorrectly, badness happens.
     
  6. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    The engine just isn't built around things being dynamic, like newer engines are. Source is all about things being static and pre-computed. (This is why you have to run VRAD.exe in the first place.) And all this means that the more dynamic things you have, the worse everything gets. Sometimes things simply look ugly and work ok, but other times things just don't work at all.
     
  7. Macanick

    Macanick L1: Registered

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    i removed all the named lights and it's still same...
     
  8. Vel0city

    aa Vel0city func_fish

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    Got a compile log?
     
  9. Macanick

    Macanick L1: Registered

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    -------------- Start Compile BSP ----------------
    VBSP Started, Please Wait!

    VBSP: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d"

    Valve Software - vbsp.exe (Feb 17 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.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 (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 2676 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/castle_bleck_skybox*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/castle_bleck_skybox*.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 (3) (1430137 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 10926 texinfos to 6516
    Reduced 60 texdatas to 59 (1785 bytes to 1763)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
    Wrote ZIP buffer, estimated size 82116, actual size 81902
    12 seconds elapsed

    Compile Complete for this module.
    VBSP Completed: 2017년 6월 7일 수요일, 오후 7:43:47
    VBSP: Compile time: 12 seconds elapsed

    -------------- Start Compile VVIS ----------------
    VVIS Started, Please Wait!

    VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d"

    Valve Software - vvis.exe (Feb 17 2017)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.prt
    1829 portalclusters
    6152 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 181936 visible clusters (6.78%)
    Total clusters visible: 2684052
    Average clusters visible: 1467
    Building PAS...
    Average clusters audible: 1777
    visdatasize:819679 compressed from 848656
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
    3 seconds elapsed

    Compile Complete for this module.
    VVIS Completed: 2017년 6월 7일 수요일, 오후 7:43:51
    VVIS: Compile time: 3 seconds elapsed

    -------------- Start Compile VRAD ----------------
    VRAD Started, Please Wait!

    VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d"

    Valve Software - vrad.exe SSE (Feb 17 2017)

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

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
    Setting up ray-trace acceleration structure... Done (1.39 seconds)
    21866 faces
    15 degenerate faces
    11941650 square feet [1719597568.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    21851 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    306189 patches after subdivision
    sun extent from map=0.052336
    88 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (84)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (170)
    transfers 55061553, max 1916
    transfer lists: 420.1 megs
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    Build Patch/Sample Hash Table(s).....Done<0.2513 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
    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 (47)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 448/1024 21504/49152 (43.8%)
    brushes 3227/8192 38724/98304 (39.4%)
    brushsides 37527/65536 300216/524288 (57.3%)
    planes 53464/65536 1069280/1310720 (81.6%) VERY FULL!
    vertexes 38784/65536 465408/786432 (59.2%)
    nodes 10068/65536 322176/2097152 (15.4%)
    texinfos 6516/12288 469152/884736 (53.0%)
    texdata 59/2048 1888/65536 ( 2.9%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 21866/65536 1224496/3670016 (33.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 14453/65536 809368/3670016 (22.1%)
    leaves 10517/65536 336544/2097152 (16.0%)
    leaffaces 24333/65536 48666/131072 (37.1%)
    leafbrushes 6778/65536 13556/131072 (10.3%)
    areas 5/256 40/2048 ( 2.0%)
    surfedges 165812/512000 663248/2048000 (32.4%)
    edges 96988/256000 387952/1024000 (37.9%)
    LDR worldlights 88/8192 7744/720896 ( 1.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 2843/32768 28430/327680 ( 8.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 42924/65536 85848/131072 (65.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 95/512 33440/180224 (18.6%)
    LDR lightdata [variable] 7316288/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 819679/16777216 ( 4.9%)
    entdata [variable] 609366/393216 (155.0%) VERY FULL!
    LDR ambient table 10517/65536 42068/262144 (16.0%)
    HDR ambient table 10517/65536 42068/262144 (16.0%)
    LDR leaf ambient 18974/65536 531272/1835008 (29.0%)
    HDR leaf ambient 10517/65536 294476/1835008 (16.0%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 81902/0 ( 0.0%)
    physics [variable] 1430137/4194304 (34.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 62219
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
    5 minutes, 53 seconds elapsed

    Compile Complete for this module.
    VRAD Completed: 2017년 6월 7일 수요일, 오후 7:49:46
    VRAD: planes 53464/65536 1069280/1310720 (81.6%) VERY FULL!
    VRAD --> WARNING - Max Limit Approach!
    VRAD: entdata [variable] 609366/393216 (155.0%) VERY FULL!
    VRAD --> WARNING - Max Limit Approach!
    VRAD: Compile time: 5 minutes, 53 seconds elapsed

    One Line Summary: 2017-06-07 오후 7:49:46, dr_castlebleck_d.vmf, Team Fortress 2, normal , fast, normal, 00:00:13, 00:00:03, 00:05:55, 00:06:11
    History.csv was updated.

    Compile Summary - job mode: FAST
    Map Name: dr_castlebleck_d.vmf
    VBSP - mode:normal , 12 seconds, 00:00:13 elapsed
    VVIS - mode:fast, 3 seconds, 00:00:03 elapsed
    VRAD - mode:normal, 5 minutes, 53 seconds(LDR), n/a(HDR), 00:05:55 elapsed
    Total Compile time: 00:06:11
     
  10. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,869
    Positive Ratings:
    4,896
    Something is breaking the bouncing of light and is returning not a number

    Make sure your map origin (0,0,0 point) is not inside a brush, and that there are also no lights inside a brush.
     
    • Like Like x 1
  11. Macanick

    Macanick L1: Registered

    Messages:
    44
    Positive Ratings:
    6
    looks still same... :(

    -------------- Start Compile BSP ----------------
    VBSP Started, Please Wait!

    VBSP: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d"

    Valve Software - vbsp.exe (Feb 17 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.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 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 2676 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/castle_bleck_skybox*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/castle_bleck_skybox*.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 (2) (1430497 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 10935 texinfos to 6521
    Reduced 60 texdatas to 59 (1785 bytes to 1763)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
    Wrote ZIP buffer, estimated size 82116, actual size 81902
    13 seconds elapsed

    Compile Complete for this module.
    VBSP Completed: 2017년 6월 7일 수요일, 오후 9:38:00
    VBSP: Compile time: 13 seconds elapsed

    -------------- Start Compile VVIS ----------------
    VVIS Started, Please Wait!

    VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d"

    Valve Software - vvis.exe (Feb 17 2017)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.prt
    1844 portalclusters
    6210 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Optimized: 182174 visible clusters (6.78%)
    Total clusters visible: 2688775
    Average clusters visible: 1458
    Building PAS...
    Average clusters audible: 1792
    visdatasize:829173 compressed from 855616
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
    3 seconds elapsed

    Compile Complete for this module.
    VVIS Completed: 2017년 6월 7일 수요일, 오후 9:38:04
    VVIS: Compile time: 3 seconds elapsed

    -------------- Start Compile VRAD ----------------
    VRAD Started, Please Wait!

    VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d"

    Valve Software - vrad.exe SSE (Feb 17 2017)

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

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
    Setting up ray-trace acceleration structure... Done (1.52 seconds)
    21888 faces
    15 degenerate faces
    11979465 square feet [1725042944.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    21873 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    306479 patches after subdivision
    sun extent from map=0.052336
    88 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (85)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (180)
    transfers 55095580, max 1926
    transfer lists: 420.3 megs
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    Bounce #1 added RGB(nan, nan, nan)
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    Build Patch/Sample Hash Table(s).....Done<0.1428 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
    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 (41)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 448/1024 21504/49152 (43.8%)
    brushes 3228/8192 38736/98304 (39.4%)
    brushsides 37533/65536 300264/524288 (57.3%)
    planes 53464/65536 1069280/1310720 (81.6%) VERY FULL!
    vertexes 38858/65536 466296/786432 (59.3%)
    nodes 10095/65536 323040/2097152 (15.4%)
    texinfos 6521/12288 469512/884736 (53.1%)
    texdata 59/2048 1888/65536 ( 2.9%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 21888/65536 1225728/3670016 (33.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 14458/65536 809648/3670016 (22.1%)
    leaves 10544/65536 337408/2097152 (16.1%)
    leaffaces 24391/65536 48782/131072 (37.2%)
    leafbrushes 6796/65536 13592/131072 (10.4%)
    areas 5/256 40/2048 ( 2.0%)
    surfedges 165947/512000 663788/2048000 (32.4%)
    edges 97058/256000 388232/1024000 (37.9%)
    LDR worldlights 88/8192 7744/720896 ( 1.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 2839/32768 28390/327680 ( 8.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 42876/65536 85752/131072 (65.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 95/512 33440/180224 (18.6%)
    LDR lightdata [variable] 7327972/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 829173/16777216 ( 4.9%)
    entdata [variable] 609366/393216 (155.0%) VERY FULL!
    LDR ambient table 10544/65536 42176/262144 (16.1%)
    HDR ambient table 10544/65536 42176/262144 (16.1%)
    LDR leaf ambient 19145/65536 536060/1835008 (29.2%)
    HDR leaf ambient 10544/65536 295232/1835008 (16.1%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 81902/0 ( 0.0%)
    physics [variable] 1430497/4194304 (34.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 62290
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dr_castlebleck_d.bsp
    5 minutes, 48 seconds elapsed

    Compile Complete for this module.
    VRAD Completed: 2017년 6월 7일 수요일, 오후 9:43:54
    VRAD: planes 53464/65536 1069280/1310720 (81.6%) VERY FULL!
    VRAD --> WARNING - Max Limit Approach!
    VRAD: entdata [variable] 609366/393216 (155.0%) VERY FULL!
    VRAD --> WARNING - Max Limit Approach!
    VRAD: Compile time: 5 minutes, 48 seconds elapsed

    One Line Summary: 2017-06-07 오후 9:43:55, dr_castlebleck_d.vmf, Team Fortress 2, normal , fast, normal, 00:00:15, 00:00:04, 00:05:50, 00:06:10
    History.csv was updated.

    Compile Summary - job mode: FAST
    Map Name: dr_castlebleck_d.vmf
    VBSP - mode:normal , 13 seconds, 00:00:15 elapsed
    VVIS - mode:fast, 3 seconds, 00:00:04 elapsed
    VRAD - mode:normal, 5 minutes, 48 seconds(LDR), n/a(HDR), 00:05:50 elapsed
    Total Compile time: 00:06:10
     
  12. Vel0city

    aa Vel0city func_fish

    Messages:
    1,930
    Positive Ratings:
    1,540
    Have you tried running VVIS on normal instead of fast? VVIS on fast is basically no VVIS at all.

    Also, these look bad (but don't seem to be your issue here):

    Code:
    VRAD: planes 53464/65536 1069280/1310720 (81.6%) VERY FULL!
    VRAD --> WARNING - Max Limit Approach!
    VRAD: entdata [variable] 609366/393216 (155.0%) VERY FULL!
    VRAD --> WARNING - Max Limit Approach!
    Oh and next time, if you post a compile log put it in a
    tag so it doesn't take ages to scroll down.
     
    • Thanks Thanks x 1
  13. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,387
    Positive Ratings:
    4,220
    Is this Korean lettering something to be concerned about?
     
    • Funny Funny x 1
  14. Macanick

    Macanick L1: Registered

    Messages:
    44
    Positive Ratings:
    6
    I don't think that'll be a problem...
     
    • Agree Agree x 1
  15. Macanick

    Macanick L1: Registered

    Messages:
    44
    Positive Ratings:
    6
    problems not solved yet... why this thing happen to me
     
  16. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    Could be some faulty brush, I think a prop can also cause this too. Use the cordon :cordonedit::cordonenable: tool to compile parts of your map until you find the area which causes the bug.