light_env makes no difference to my map

Discussion in 'Mapping Questions & Discussion' started by ([-[George-Gao]-]), Dec 4, 2016.

  1. ([-[George-Gao]-])

    ([-[George-Gao]-]) L1: Registered

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    I am having issues with lighting for my map I am creating. I don't see the issue I have with the whole map at all but the light_env is not functional at all as I change the settings it does nothing at all.

    Am I missing something for this work?
    Am I doing something wrong?
    How do I fix it?

    Many thanks for those who can help or try to help.
     
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Is there a chance you've loaded your map without lighting (aka fullbright) and are now trying to load the map WITH lighting, in the same session of TF2? Loading a fullbright map will automatically set the game to fullbright mode, so you'll need to change it back manually by entering "mat_fullbright 0" in the console or restarting the game.
     
  3. ([-[George-Gao]-])

    ([-[George-Gao]-]) L1: Registered

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    Not that I am aware of so I'm going to try it again and get back to you on this.
     
  4. ([-[George-Gao]-])

    ([-[George-Gao]-]) L1: Registered

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    I've tested a restart and it also seems to be no difference even though my settings seem right on light_env
     
  5. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Are there any leaks or other problems reported in the compile log?
     
  6. ([-[George-Gao]-])

    ([-[George-Gao]-]) L1: Registered

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    I will link 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" "D:\My Files\TF2 Mapping\achievement_deadwood_syndicate_v1.vmf"

    Valve Software - vbsp.exe (Nov 10 2016)
    2 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\materials
    Loading D:\My Files\TF2 Mapping\achievement_deadwood_syndicate_v1.vmf
    Patching WVT material: maps/achievement_deadwood_syndicate_v1/egypt/sky_sand_waves_01_wvt_patch
    Patching WVT material: maps/achievement_deadwood_syndicate_v1/egypt/sand_floor_blend_04_wvt_patch
    Patching WVT material: maps/achievement_deadwood_syndicate_v1/dev/dev_blendmeasure_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...
    Merged 108 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\My Files\TF2 Mapping\achievement_deadwood_syndicate_v1.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 (1) (252662 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 754 texinfos to 502
    Reduced 55 texdatas to 46 (1638 bytes to 1218)
    Writing D:\My Files\TF2 Mapping\achievement_deadwood_syndicate_v1.bsp
    Wrote ZIP buffer, estimated size 168514, actual size 166960
    16 seconds elapsed

    ** 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" -fast "D:\My Files\TF2 Mapping\achievement_deadwood_syndicate_v1"

    Valve Software - vvis.exe (Nov 2 2016)
    fastvis = true
    2 threads
    reading d:\my files\tf2 mapping\achievement_deadwood_syndicate_v1.bsp
    reading d:\my files\tf2 mapping\achievement_deadwood_syndicate_v1.prt
    701 portalclusters
    1717 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 13086 visible clusters (4.68%)
    Total clusters visible: 279657
    Average clusters visible: 398
    Building PAS...
    Average clusters audible: 501
    visdatasize:96325 compressed from 123376
    writing d:\my files\tf2 mapping\achievement_deadwood_syndicate_v1.bsp
    0 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" -noextra "D:\My Files\TF2 Mapping\achievement_deadwood_syndicate_v1"

    Valve Software - vrad.exe SSE (Nov 2 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\my files\tf2 mapping\achievement_deadwood_syndicate_v1.bsp
    Setting up ray-trace acceleration structure... Done (2.48 seconds)
    8974 faces
    10884606 square feet [1567383296.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8974 patches before subdivision
    416800 patches after subdivision
    sun extent from map=0.173648
    4 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8.
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\My Files\TF2 Mapping\achievement_deadwood_syndicate_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\achievement_deadwood_syndicate_v1.bsp"
     
  7. killohurtz

    aa killohurtz Distinction in Applied Carving

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    This, right here, indicates that VRAD never finished its job. If I had to guess, it ran out of memory and crashed while trying to calculate lightmaps. I would suggest increasing lightmap scales on some large and/or evenly lit surfaces for starters - even small changes can greatly decrease the amount of work VRAD has to do.
     
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  8. ([-[George-Gao]-])

    ([-[George-Gao]-]) L1: Registered

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    Hopefully it should work. Just did a full finished compile.
     
  9. Vel0city

    aa Vel0city func_fish

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    What can also happen is that there's some geometry in your level that VRAD has a really hard time calculating lighting for, such as displacements being folded on top of each other (or itself) or, as killohurtz said, many many many lightmaps to calculate. Remember that the entire Source engine and its tools are 32-bit and thus have a maximum memory usage limit of 3GB. Your entire map gets stored into memory at each compile stage before it gets written to disk, first as a bsp by VBSP, then added to that the vis data by VVIS and finally all the lighting data by VRAD. If it runs out of memory to store lightmap information before it could write it to the bsp it'll write what it calculated to the bsp now on your disk and then finish the compile, meaning that it'll only write partial lighting data, resulting in either no lighting at all or only partial lighting, as is the case with your map.
     
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  10. ([-[George-Gao]-])

    ([-[George-Gao]-]) L1: Registered

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    Perfect thank you so much all is working fully now.