Lighting Missing and Half-Leaks

Discussion in 'Mapping Questions & Discussion' started by TheNoobThatWas, May 19, 2017.

  1. TheNoobThatWas

    TheNoobThatWas L1: Registered

    Messages:
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    Positive Ratings:
    2
    I'm currently editing a modified version of pl_barnblitz, but I'm getting tired of trying to understand the optimization problems.
    The biggest issue I'm having is that the map appears to be rendering without any light_environment, but I think that has to do with the optimization issues, a leak, or possibly a skybox error? (ignore the cubemap errors in the image)
    [​IMG]
    I think the optimization issue has to do with an areaportal inside a spawn room claiming "to not be touching two areas", although it's fully aligned with one of the two doorways, and the room itself is sealed. The other doorway's portal does not display any errors. I had to realign a lot of portals with doorways, and I've checked all the ones in adjacent rooms to make sure they are correct as well. (this problem might be resolved, but I'm asking again if it occurs.)
    Lastly, several static props are giving me errors that they are outside the map, but the ***leaked*** error message isn't with them. Entering their coordinates, they are very much inside the map, and other props in the same room as they are do not have this error. I tried to reset their orgin points, but this did not solve the problem. There is no hole in the room they are in, and hammer is not generating a pointfile, problably because it isn't giving me the ***leaked*** error.

    Interlopers.net scan error list

    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Owner\Desktop\Mapping\pl_barnblitz_switch_b1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_barnblitz_switch_b1/pl_barnblitz/blendsnowtodirt001_wvt_patch
    Patching WVT material: maps/pl_barnblitz_switch_b1/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
    Patching WVT material: maps/pl_barnblitz_switch_b1/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
    Patching WVT material: maps/pl_barnblitz_switch_b1/nature/blendrockgroundwallsnow_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 1806 detail faces...done (2)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Users\Owner\Desktop\Mapping\pl_barnblitz_switch_b1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...

    qhull precision error: Only 4 facets remain. Can not merge another
    pair. The convexity constraints may be too strong. Reduce the
    magnitude of 'Cn' or increase the magnitude of 'An'. For example,
    try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
    done (3) (1874453 bytes)
    Static prop models/props_lights/hangingbulb.mdl outside the map (-133.43, -1988.41, -150.79)
    Static prop models/props_lights/hangingbulb.mdl outside the map (-135.52, -2202.21, -150.79)
    Static prop models/props_farm/tools_fork.mdl outside the map (163.98, -1927.66, -201.64)
    Static prop models/props_farm/tools_rack.mdl outside the map (164.00, -1927.66, -201.85)
    Static prop models/props_farm/tools_shovel.mdl outside the map (164.00, -1928.66, -202.00)
    Static prop models/props_farm/spool_rope.mdl outside the map (-126.17, -2127.00, -175.00)
    Static prop models/props_farm/spool_wire.mdl outside the map (-130.17, -2131.00, -223.00)
    Static prop models/props_farm/pallet001.mdl outside the map (-138.17, -2125.00, -251.00)
    Static prop models/props_farm/pallet001.mdl outside the map (-161.00, -2131.00, -205.00)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 11273 texinfos to 7205
    Reduced 250 texdatas to 230 (8694 bytes to 7827)
    Writing C:\Users\Owner\Desktop\Mapping\pl_barnblitz_switch_b1.bsp
    Wrote ZIP buffer, estimated size 37079, actual size 27753
    19 seconds elapsed



    4 threads
    reading c:\users\owner\desktop\mapping\pl_barnblitz_switch_b1.bsp
    reading c:\users\owner\desktop\mapping\pl_barnblitz_switch_b1.prt
    2311 portalclusters
    6422 numportals
    0...1...2...3...4...5...6...7...8...9...10Optimized: 251343 visible clusters (10.38%)
    Total clusters visible: 2421666
    Average clusters visible: 1047
    Building PAS...
    Average clusters audible: 2053
    visdatasize:1115211 compressed from 1368112
    writing c:\users\owner\desktop\mapping\pl_barnblitz_switch_b1.bsp
    2 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\owner\desktop\mapping\pl_barnblitz_switch_b1.bsp
    17244 faces
    26 degenerate faces
    2167633 square feet [312139200.00 square inches]
    658 Displacements
    409110 Square Feet [58911924.00 Square Inches]
    17218 patches before subdivision
    168198 patches after subdivision
    light has _fifty_percent_distance of 350.000000 but _zero_percent_distance of 0.000000
    677 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 18063752, max 978
    transfer lists: 137.8 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(539972, 403731, 315495)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(115704, 78150, 55420)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(32430, 21435, 14085)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(11733, 7484, 4479)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(4749, 2796, 1505)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2088, 1119, 541)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(941, 451, 195)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(437, 187, 73)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(205, 78, 27)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(98, 33, 10)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(47, 14, 4)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(23, 6, 2)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(11, 3, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(5, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(3, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0760 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    74 of 202 (36% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 171/1024 8208/49152 (16.7%)
    brushes 5203/8192 62436/98304 (63.5%)
    brushsides 37090/65536 296720/524288 (56.6%)
    planes 19500/65536 390000/1310720 (29.8%)
    vertexes 34726/65536 416712/786432 (53.0%)
    nodes 6926/65536 221632/2097152 (10.6%)
    texinfos 7205/12288 518760/884736 (58.6%)
    texdata 230/2048 7360/65536 (11.2%)
    dispinfos 658/0 115808/0 ( 0.0%)
    disp_verts 22946/0 458920/0 ( 0.0%)
    disp_tris 32192/0 64384/0 ( 0.0%)
    disp_lmsamples 811236/0 811236/0 ( 0.0%)
    faces 17244/65536 965664/3670016 (26.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 13278/65536 743568/3670016 (20.3%)
    leaves 7098/65536 227136/2097152 (10.8%)
    leaffaces 22918/65536 45836/131072 (35.0%)
    leafbrushes 13775/65536 27550/131072 (21.0%)
    areas 27/256 216/2048 (10.5%)
    surfedges 141351/512000 565404/2048000 (27.6%)
    edges 92744/256000 370976/1024000 (36.2%)
    LDR worldlights 677/8192 59576/720896 ( 8.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 2470/32768 24700/327680 ( 7.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 50658/65536 101316/131072 (77.3%)
    cubemapsamples 48/1024 768/16384 ( 4.7%)
    overlays 260/512 91520/180224 (50.8%)
    LDR lightdata [variable] 9140340/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1115211/16777216 ( 6.6%)
    entdata [variable] 402080/393216 (102.3%) VERY FULL!
    LDR ambient table 7098/65536 28392/262144 (10.8%)
    HDR ambient table 7098/65536 28392/262144 (10.8%)
    LDR leaf ambient 28769/65536 805532/1835008 (43.9%)
    HDR leaf ambient 7098/65536 198744/1835008 (10.8%)
    occluders 8/0 320/0 ( 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] 1/158010 ( 0.0%)
    pakfile [variable] 27753/0 ( 0.0%)
    physics [variable] 1874453/4194304 (44.7%)
    physics terrain [variable] 110602/1048576 (10.5%)

    Level flags = 0

    Total triangle count: 53582
    Writing c:\users\owner\desktop\mapping\pl_barnblitz_switch_b1.bsp
    3 minutes, 26 seconds elapsed
     
  2. Vel0city

    aa Vel0city mature humor for advanced people

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    You have stuff outside the map:
    Static prop models/props_lights/hangingbulb.mdl outside the map (-133.43, -1988.41, -150.79)
    Static prop models/props_lights/hangingbulb.mdl outside the map (-135.52, -2202.21, -150.79)
    Static prop models/props_farm/tools_fork.mdl outside the map (163.98, -1927.66, -201.64)
    Static prop models/props_farm/tools_rack.mdl outside the map (164.00, -1927.66, -201.85)
    Static prop models/props_farm/tools_shovel.mdl outside the map (164.00, -1928.66, -202.00)
    Static prop models/props_farm/spool_rope.mdl outside the map (-126.17, -2127.00, -175.00)
    Static prop models/props_farm/spool_wire.mdl outside the map (-130.17, -2131.00, -223.00)
    Static prop models/props_farm/pallet001.mdl outside the map (-138.17, -2125.00, -251.00)
    Static prop models/props_farm/pallet001.mdl outside the map (-161.00, -2131.00, -205.00)

    While the compile log doesn't say this is a leak and won't give you a pointfile underneath it all, because it's Source, it's still leaking.
     
  3. TheNoobThatWas

    TheNoobThatWas L1: Registered

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    As I said in my post, the props are not outside the map, although the compile is saying they are. There are no holes in the room they are in, so I want to know what is causing the engine to decide this.
     
  4. Pocket

    aa Pocket When all you have is Hammer...

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    Because their origins are inside a wall somewhere? I think the insides of any world brush is considered "outside the map" once VBSP converts them all to faces and culls the ones that touch each other or the void.
     
    • Agree Agree x 1
  5. MOCOLONI

    MOCOLONI L5: Dapper Member

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    Hi. I'm having the exact same problem on this same map, and I can't find a way of fixing the "out of map" props even if sealing the whole skybox with nodraw brushes (making it a 4-wall box with an additional ground). I made some minor changes to the map, but none include moving/changing the existing props.
     
  6. Lampenpam

    Lampenpam L11: Posh Member

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    @MOCOLONI

    Go to their coordinates. Like Pocket said, there might a prop inside a brush. This isn't a leak, but the prop shouldnt be there.
     
  7. MOCOLONI

    MOCOLONI L5: Dapper Member

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    There are no prop inside brushes. 9 of the props inside the 'Entrance to RED's second spawn' are inside the func_detail colume, but not actuall inside the brushes.

    [​IMG]

    This screenshot shows 6 of the props that cause the issue, and you can clearly see they're not inside anything but the volume, which I don't think is causing the problem. The selection is a func_detail brush entity.
     
    • Thanks Thanks x 1
  8. MOCOLONI

    MOCOLONI L5: Dapper Member

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    Alright, I found out what's going on:

    Apart from the common "invalid solids" BSPSource tends to create when decompiling a map, it also usually retextures some faces, such as converting a BLOCKLIGHT block into a "solid NODRAW" one or even retexturing other NODRAW faces into other textures. In this case, a Skip/Hint volume had one of its faces textured with a "sky_fake_white" one, which completely changes the volume's function and causing the problem.

    This is how it looks like after decompiling the map:
    [​IMG]


    To fix it, simply select the HINT volume, press Shift+A so it automatically selects all its 6 faces, aim at the HINT one, hold down Ctrl and click on said HINT texture to unselect it (so it leaves only 5 faces selected), and lastly click on "Browse..." and apply the "Skip" texture on them all. Save the map and recompile to see if it worked.

    [​IMG]


    (I deleted some brushes in the above pictures just to show what's going on; don't do it yourself).
     
    • Thanks Thanks x 1
  9. MOCOLONI

    MOCOLONI L5: Dapper Member

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    As for the dark map issue, it's because the decompilation also caused the 3D Skybox's props to cast shadows. Either enable the "infinite 2D selection" in Options and mark a selection around all these props (and later un-selecting brushes), or manually select all the props in the 3D Skybox and disable their shadows (no need to "Disable receiving shadows" as it will cause them to look self-illuminated). Just saying as people often disable both shadow options for this single case.

    It took me a while to realize that I had this same thing in the past and that the fix was pretty simple.