Lighting help

Discussion in 'Mapping Questions & Discussion' started by blackhydra866, Jun 27, 2010.

  1. blackhydra866

    blackhydra866 L1: Registered

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    How my lighting looks in hammer:

    [​IMG]

    How it looks in-game:

    [​IMG]

    It's just a light_spot and a point_spotlight what am I doing wrong? Lights are at default settings as well.
     
  2. The Political Gamer

    aa The Political Gamer

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  3. blackhydra866

    blackhydra866 L1: Registered

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    Thanks for the quick response, this has been driving me crazy trying to get indoor lighting.
     
  4. Lancey

    aa Lancey Currently On: ?????

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    If the lights are entirely inside your models, they won't show properly. Move them away from their light sources.
     
  5. blackhydra866

    blackhydra866 L1: Registered

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    Still having issues, even after patching up the leaks.

    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\thejanitor866\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.vmf"
    
    Valve Software - vbsp.exe (Jun  8 2010)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\thejanitor866\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/jump_clockwork_b2/brick/blendcobbletocobblesnow001_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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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 (0) (145592 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 445 texinfos to 229
    Reduced 34 texdatas to 25 (1296 bytes to 906)
    Writing C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\thejanitor866\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2"
    
    Valve Software - vvis.exe (Jun  8 2010)
    2 threads
    reading c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp
    reading c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.prt
     471 portalclusters
    1242 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 (2)
    Optimized: 67 visible clusters (0.00%)
    Total clusters visible: 45096
    Average clusters visible: 95
    Building PAS...
    Average clusters audible: 285
    visdatasize:36408  compressed from 60288
    writing c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp
    2 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\thejanitor866\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2"
    
    Valve Software - vrad.exe SSE (Jun  8 2010)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp
    Setting up ray-trace acceleration structure... Done (0.22 seconds)
    2310 faces
    2 degenerate faces
    574718 square feet [82759504.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    2308 patches before subdivision
    44792 patches after subdivision
    92 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
    transfers 8716023, max 1362
    transfer lists:  66.5 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(124489, 109321, 103627)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(17548, 13987, 12324)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(2814, 2015, 1631)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(444, 289, 215)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #5 added RGB(75, 44, 30)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(13, 7, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(2, 1, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0384 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  10/1024          480/49152    ( 1.0%) 
    brushes                371/8192         4452/98304    ( 4.5%) 
    brushsides            2314/65536       18512/524288   ( 3.5%) 
    planes                1366/65536       27320/1310720  ( 2.1%) 
    vertexes              3374/65536       40488/786432   ( 5.1%) 
    nodes                 1014/65536       32448/2097152  ( 1.5%) 
    texinfos               229/12288       16488/884736   ( 1.9%) 
    texdata                 25/2048          800/65536    ( 1.2%) 
    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                 2310/65536      129360/3670016  ( 3.5%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             1217/65536       68152/3670016  ( 1.9%) 
    leaves                1025/65536       32800/2097152  ( 1.6%) 
    leaffaces             2504/65536        5008/131072   ( 3.8%) 
    leafbrushes            638/65536        1276/131072   ( 1.0%) 
    areas                    4/256            32/2048     ( 1.6%) 
    surfedges            15789/512000      63156/2048000  ( 3.1%) 
    edges                 8953/256000      35812/1024000  ( 3.5%) 
    LDR worldlights         92/8192         8096/720896   ( 1.1%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            2/32768          24/393216   ( 0.0%) 
    waterstrips            141/32768        1410/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2973/65536        5946/131072   ( 4.5%) 
    cubemapsamples           4/1024           64/16384    ( 0.4%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     3991980/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       36408/16777216 ( 0.2%) 
    entdata               [variable]       21734/393216   ( 5.5%) 
    LDR ambient table     1025/65536        4100/262144   ( 1.6%) 
    HDR ambient table     1025/65536        4100/262144   ( 1.6%) 
    LDR leaf ambient      1627/65536       45556/1835008  ( 2.5%) 
    HDR leaf ambient      1025/65536       28700/1835008  ( 1.6%) 
    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]           1/466      ( 0.2%) 
    pakfile               [variable]        5638/0        ( 0.0%) 
    physics               [variable]      145592/4194304  ( 3.5%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 6227
    Writing c:\program files (x86)\steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp
    23 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\thejanitor866\sourcesdk_content\tf\mapsrc\jump_clockwork_b2.bsp" "c:\program files (x86)\steam\steamapps\thejanitor866\team fortress 2\tf\maps\jump_clockwork_b2.bsp"
    
    [​IMG]

    When I stand under the areas it does look like it's lighting me but it's still completely black in the room.

    EDIT: Oops, didn't refresh the thread to see your post. I'll try to change up the location in the model.
     
  6. Nimelrian

    Nimelrian L2: Junior Member

    Messages:
    64
    Positive Ratings:
    6
    How high is the brightness value of the lights?
     
  7. Passerby

    Passerby L2: Junior Member

    Messages:
    99
    Positive Ratings:
    15
    just make sure you got a good brightness level like around ~500 and pull them away from the models a light within a model or brush wont do anything