Lighting not working

Discussion in 'Mapping Questions & Discussion' started by exile_badfps, Dec 25, 2013.

  1. exile_badfps

    exile_badfps L1: Registered

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    I just started getting this problem today and my lighting used to work fine before, so im not sure whats causing it other than the zero child area patch, but I have no idea how to fix that.

    Heres a compile log

    Code:
    ** Executing...
    ** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Me\Desktop\vmf\test.vmf"
    
    Valve Software - vbsp.exe (Dec 18 2013)
    4 threads
    materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Me\Desktop\vmf\test.vmf
    Patching WVT material: maps/test/cp_mountainlab/nature/blendrocktograss002_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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Me\Desktop\vmf\test.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_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_day01_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 (18) (580937 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1145 texinfos to 513
    Reduced 25 texdatas to 22 (564 bytes to 462)
    Writing C:\Users\Me\Desktop\vmf\test.bsp
    19 seconds elapsed
    
    ** Executing...
    ** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Me\Desktop\vmf\test"
    
    Valve Software - vvis.exe (Dec 18 2013)
    4 threads
    reading c:\users\Me\desktop\vmf\test.bsp
    reading c:\users\Me\desktop\vmf\test.prt
     587 portalclusters
    1192 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 (1)
    Optimized: 66 visible clusters (0.13%)
    Total clusters visible: 51525
    Average clusters visible: 87
    Building PAS...
    Average clusters audible: 140
    visdatasize:34353  compressed from 93920
    writing c:\users\Me\desktop\vmf\test.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Me\Desktop\vmf\test"
    
    Valve Software - vrad.exe SSE (Dec 18 2013)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\users\Me\desktop\vmf\test.bsp
    Setting up ray-trace acceleration structure... Done (0.61 seconds)
    15099 faces
    79109280 square feet [11391735808.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    15099 patches before subdivision
    zero area child patch
    zero area child patch
    427857 patches after subdivision
    sun extent from map=0.008727
    sun extent from map=0.008727
    66 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (70)
    BuildVisLeafs:       0...1...2...3...4...5...6...
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Me\Desktop\vmf\test.bsp" "D:\Steam\SteamApps\common\Team Fortress 2\tf\maps\test.bsp"
    
    

    The lighting is all i need for the map to be ready for play.
     
  2. henke37

    aa henke37

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    It looks like the lights didn't bounce. Did you forget to add lights? Did you use non reflective materials?
     
  3. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
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    748
    vrad crashes during the BuildVisLeafs phase.
    sounds like this is the problem... Have you checked your displacements?