Lighting Problem

Discussion in 'Mapping Questions & Discussion' started by invertMASA, Nov 9, 2013.

  1. invertMASA

    invertMASA L3: Member

    Messages:
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    Positive Ratings:
    1
    So working on my new map, and I decided that I would try to optimize it a little (Never done this befor) So I started looking at some tuts of using area portals and the skip and hint brushes. But I did it wrong and it messed up my lighting, So I deleted them all and still have a lighting issue. Everything is just really bright, and No shadows or anything. Any Ideas?


    Thanks
     
  2. Beetle

    Beetle L9: Fashionable Member

    Messages:
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    Positive Ratings:
    141
    Sounds like you have a leak
     
  3. invertMASA

    invertMASA L3: Member

    Messages:
    103
    Positive Ratings:
    1
    Whats the fastest way to find the leak?
     
  4. Crash

    aa Crash func_nerd

    Messages:
    3,160
    Positive Ratings:
    4,790
    Click Load Pointfile in your Map menu at the top. This will make a red line showing your leak.

    Your areaportal is most likely leaking into another area.
     
  5. invertMASA

    invertMASA L3: Member

    Messages:
    103
    Positive Ratings:
    1
    I tried that but it wants me to load some sorta .lin file

    And I deleted all the portals hits and skips, and have the whole map boxed in with a nodraw cube
     
    Last edited: Nov 10, 2013
  6. UKCS-Alias

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

    Messages:
    1,264
    Positive Ratings:
    748
    Can you post your compile log? When there are problems with compiles its generaly the most important thing.

    I find it odd that it asks for a lin file as for me it normal just loads it instantly. It only asks for it when something else in the compile broke.
    Hint and skip brushes dont mess up compiles usualy (cant even think of a way when it would). And if you boxed the map into a huge cube then i would indeed expect you to still have an areaportal.

    However, instead of manualy removing all those brushes its better to use visgroups. those also contain areaportals in them and that is a much better ensurance that there isnt one in the map.
     
  7. invertMASA

    invertMASA L3: Member

    Messages:
    103
    Positive Ratings:
    1
    Welcome to VBCT
    Session Date: Sunday, November 10, 2013, 9:57:06 AM
    VBCT Version: 1.0k

    Engine detected from registry: EP2/OB
    Selected MOD = team fortress 2
    Game name read from GameInfo.txt file: Team Fortress 2
    appid read from GameInfo.txt file: 440

    Available EP1 Games:
    Error: GameConfig.txt was not found!
    expected path: Z:\Steam\steamapps\common\SourceSDK\bin\ep1\bin\GameConfig.txt

    Available EP2/Orangebox Games:
    Team Fortress 2
    Counter-Strike: Source

    Map File Selected: C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A.vmf
    There is no Custom Profile to load: C:\Users\invertMASA\Desktop\TF2 Compile Tool VBCT\Trade_invert_New_A.pro

    Full Compile Selected!

    NOTE: existing vbsp log file renamed to : C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A_vbsp_old.log
    Compile Start Time: Sunday, November 10, 2013, 9:57:32 AM

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

    VBSP: Z:\Steam\steamapps\common\SourceSDK\bin\orangebox\bin\vbsp.exe -game "Z:\Steam\steamapps\common\team fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A"

    Valve Software - vbsp.exe (Oct 31 2012)
    4 threads
    materialPath: Z:\Steam\steamapps\common\team fortress 2\tf\materials
    Loading C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A.vmf
    material "nature/blendgroundtograss008_nodetail" not found.
    Material not found!: NATURE/BLENDGROUNDTOGRASS008_NODETAIL
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    material "tools/toolsnodraw" not found.
    Material not found!: TOOLS/TOOLSNODRAW
    material "swamp/nature/rockwall006" not found.
    Material not found!: SWAMP/NATURE/ROCKWALL006
    material "cp_manor/wood_floor01" not found.
    Material not found!: CP_MANOR/WOOD_FLOOR01
    material "concrete/computerwall005a" not found.
    Material not found!: CONCRETE/COMPUTERWALL005A
    material "concrete/computerwall006" not found.
    Material not found!: CONCRETE/COMPUTERWALL006
    material "concrete/computerwall003" not found.
    Material not found!: CONCRETE/COMPUTERWALL003
    material "metal/ibeam001b" not found.
    Material not found!: METAL/IBEAM001B
    material "metal/ibeam001" not found.
    Material not found!: METAL/IBEAM001
    material "tools/toolsplayerclip" not found.
    Material not found!: TOOLS/TOOLSPLAYERCLIP
    material "dev/dev_hazzardstripe01a" not found.
    Material not found!: DEV/DEV_HAZZARDSTRIPE01A
    material "metal/metalchrome002" not found.
    Material not found!: METAL/METALCHROME002
    material "concrete/concretefloor003" not found.
    Material not found!: CONCRETE/CONCRETEFLOOR003
    material "tools/toolstrigger" not found.
    Material not found!: TOOLS/TOOLSTRIGGER
    material "tools/toolsskybox" not found.
    Material not found!: TOOLS/TOOLSSKYBOX
    material "tools/toolsblack" not found.
    Material not found!: TOOLS/TOOLSBLACK
    material "metal/metalgrate011a" not found.
    Material not found!: METAL/METALGRATE011A
    material "overlays/black_gradient" not found.
    Material not found!: OVERLAYS/BLACK_GRADIENT
    material "winter/blendgraveltogravel003" not found.
    Material not found!: WINTER/BLENDGRAVELTOGRAVEL003
    material "metal/ibeam002" not found.
    Material not found!: METAL/IBEAM002
    material "concrete/computerwall003a" not found.
    Material not found!: CONCRETE/COMPUTERWALL003A
    material "tile/tile_ceiling_worn" not found.
    Material not found!: TILE/TILE_CEILING_WORN
    material "pl_barnblitz/woodwall_pinkworn001b" not found.
    Material not found!: PL_BARNBLITZ/WOODWALL_PINKWORN001B
    material "pl_barnblitz/woodwall_brownslats001" not found.
    Material not found!: PL_BARNBLITZ/WOODWALL_BROWNSLATS001
    material "cp_manor/wood_beam03_burnt" not found.
    Material not found!: CP_MANOR/WOOD_BEAM03_BURNT
    material "concrete/concretewall001c" not found.
    Material not found!: CONCRETE/CONCRETEWALL001C
    material "pl_barnblitz/woodwall_pinkworn001" not found.
    Material not found!: PL_BARNBLITZ/WOODWALL_PINKWORN001
    material "signs/hazard_yellow001" not found.
    Material not found!: SIGNS/HAZARD_YELLOW001
    material "concrete/concretefloor008_reflect" not found.
    Material not found!: CONCRETE/CONCRETEFLOOR008_REFLECT
    material "soho/floortile_001" not found.
    Material not found!: SOHO/FLOORTILE_001
    material "concrete/concretewall001b" not found.
    Material not found!: CONCRETE/CONCRETEWALL001B
    material "concrete/concretefloor004" not found.
    Material not found!: CONCRETE/CONCRETEFLOOR004
    material "concrete/computerwall007" not found.
    Material not found!: CONCRETE/COMPUTERWALL007
    material "lights/white004" not found.
    Material not found!: LIGHTS/WHITE004
    material "dev/reflectivity_90" not found.
    Material not found!: DEV/REFLECTIVITY_90
    material "concrete/concretefloor002b" not found.
    Material not found!: CONCRETE/CONCRETEFLOOR002B
    material "concrete/computerwall005" not found.
    Material not found!: CONCRETE/COMPUTERWALL005
    material "tile/tile_ceiling_001a" not found.
    Material not found!: TILE/TILE_CEILING_001A
    material "overlays/stripe_red" not found.
    Material not found!: OVERLAYS/STRIPE_RED
    material "concrete/stripe_blue" not found.
    Material not found!: CONCRETE/STRIPE_BLUE
    material "tile/floor_tileblue01" not found.
    Material not found!: TILE/FLOOR_TILEBLUE01
    material "concrete/computerwall002" not found.
    Material not found!: CONCRETE/COMPUTERWALL002
    material "glass/glasswindow001a" not found.
    Material not found!: GLASS/GLASSWINDOW001A
    material "tile/floor_tile_001a" not found.
    Material not found!: TILE/FLOOR_TILE_001A
    material "metal/metaldoor001" not found.
    Material not found!: METAL/METALDOOR001
    material "overlays/no_entry" not found.
    Material not found!: OVERLAYS/NO_ENTRY
    material "concrete/concretefloor005" not found.
    Material not found!: CONCRETE/CONCRETEFLOOR005
    material "concrete/concretefloor002" not found.
    Material not found!: CONCRETE/CONCRETEFLOOR002
    material "soho/floortile_001c" not found.
    Material not found!: SOHO/FLOORTILE_001C
    material "brick/brickwall001" not found.
    Material not found!: BRICK/BRICKWALL001
    Could not locate gameinfo.txt for Instance Remapping at gameinfo.txt
    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 748 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A.prt...Building visibility clusters...
    done (0)
    material "skybox/sky_goldrush_01rt" not found.
    Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
    Can't load skybox file skybox/sky_goldrush_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
    material "/fialanadinvertslogo" not found.
    material "/noguns" not found.
    material "overlays/logo_blue_white" not found.
    material "overlays/logo_red_white" not found.
    material "/imsohigh" not found.
    material "/sexylady1" not found.
    material "/art2" not found.
    material "/nude3" not found.
    material "/rules2" not found.
    material "/sexylady2" not found.
    Building Physics collision data...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.

    Compile Complete for this module.
    VBSP Completed: Sunday, November 10, 2013, 9:57:37 AM
    VBSP: material "nature/blendgroundtograss008_nodetail" not found.
    VBSP: Material not found!: NATURE/BLENDGROUNDTOGRASS008_NODETAIL
    VBSP: material "tools/toolsnodraw" not found.
    VBSP: Material not found!: TOOLS/TOOLSNODRAW
    VBSP: material "swamp/nature/rockwall006" not found.
    VBSP: Material not found!: SWAMP/NATURE/ROCKWALL006
    VBSP: material "cp_manor/wood_floor01" not found.
    VBSP: Material not found!: CP_MANOR/WOOD_FLOOR01
    VBSP: material "concrete/computerwall005a" not found.
    VBSP: Material not found!: CONCRETE/COMPUTERWALL005A
    VBSP: material "concrete/computerwall006" not found.
    VBSP: Material not found!: CONCRETE/COMPUTERWALL006
    VBSP: material "concrete/computerwall003" not found.
    VBSP: Material not found!: CONCRETE/COMPUTERWALL003
    VBSP: material "metal/ibeam001b" not found.
    VBSP: Material not found!: METAL/IBEAM001B
    VBSP: material "metal/ibeam001" not found.
    VBSP: Material not found!: METAL/IBEAM001
    VBSP: material "tools/toolsplayerclip" not found.
    VBSP: Material not found!: TOOLS/TOOLSPLAYERCLIP
    VBSP: material "dev/dev_hazzardstripe01a" not found.
    VBSP: Material not found!: DEV/DEV_HAZZARDSTRIPE01A
    VBSP: material "metal/metalchrome002" not found.
    VBSP: Material not found!: METAL/METALCHROME002
    VBSP: material "concrete/concretefloor003" not found.
    VBSP: Material not found!: CONCRETE/CONCRETEFLOOR003
    VBSP: material "tools/toolstrigger" not found.
    VBSP: Material not found!: TOOLS/TOOLSTRIGGER
    VBSP: material "tools/toolsskybox" not found.
    VBSP: Material not found!: TOOLS/TOOLSSKYBOX
    VBSP: material "tools/toolsblack" not found.
    VBSP: Material not found!: TOOLS/TOOLSBLACK
    VBSP: material "metal/metalgrate011a" not found.
    VBSP: Material not found!: METAL/METALGRATE011A
    VBSP: material "overlays/black_gradient" not found.
    VBSP: Material not found!: OVERLAYS/BLACK_GRADIENT
    VBSP: material "winter/blendgraveltogravel003" not found.
    VBSP: Material not found!: WINTER/BLENDGRAVELTOGRAVEL003
    VBSP: material "metal/ibeam002" not found.
    VBSP: Material not found!: METAL/IBEAM002
    VBSP: material "concrete/computerwall003a" not found.
    VBSP: Material not found!: CONCRETE/COMPUTERWALL003A
    VBSP: material "tile/tile_ceiling_worn" not found.
    VBSP: Material not found!: TILE/TILE_CEILING_WORN
    VBSP: material "pl_barnblitz/woodwall_pinkworn001b" not found.
    VBSP: Material not found!: PL_BARNBLITZ/WOODWALL_PINKWORN001B
    VBSP: material "pl_barnblitz/woodwall_brownslats001" not found.
    VBSP: Material not found!: PL_BARNBLITZ/WOODWALL_BROWNSLATS001
    VBSP: material "cp_manor/wood_beam03_burnt" not found.
    VBSP: Material not found!: CP_MANOR/WOOD_BEAM03_BURNT
    VBSP: material "concrete/concretewall001c" not found.
    VBSP: Material not found!: CONCRETE/CONCRETEWALL001C
    VBSP: material "pl_barnblitz/woodwall_pinkworn001" not found.
    VBSP: Material not found!: PL_BARNBLITZ/WOODWALL_PINKWORN001
    VBSP: material "signs/hazard_yellow001" not found.
    VBSP: Material not found!: SIGNS/HAZARD_YELLOW001
    VBSP: material "concrete/concretefloor008_reflect" not found.
    VBSP: Material not found!: CONCRETE/CONCRETEFLOOR008_REFLECT
    VBSP: material "soho/floortile_001" not found.
    VBSP: Material not found!: SOHO/FLOORTILE_001
    VBSP: material "concrete/concretewall001b" not found.
    VBSP: Material not found!: CONCRETE/CONCRETEWALL001B
    VBSP: material "concrete/concretefloor004" not found.
    VBSP: Material not found!: CONCRETE/CONCRETEFLOOR004
    VBSP: material "concrete/computerwall007" not found.
    VBSP: Material not found!: CONCRETE/COMPUTERWALL007
    VBSP: material "lights/white004" not found.
    VBSP: Material not found!: LIGHTS/WHITE004
    VBSP: material "dev/reflectivity_90" not found.
    VBSP: Material not found!: DEV/REFLECTIVITY_90
    VBSP: material "concrete/concretefloor002b" not found.
    VBSP: Material not found!: CONCRETE/CONCRETEFLOOR002B
    VBSP: material "concrete/computerwall005" not found.
    VBSP: Material not found!: CONCRETE/COMPUTERWALL005
    VBSP: material "tile/tile_ceiling_001a" not found.
    VBSP: Material not found!: TILE/TILE_CEILING_001A
    VBSP: material "overlays/stripe_red" not found.
    VBSP: Material not found!: OVERLAYS/STRIPE_RED
    VBSP: material "concrete/stripe_blue" not found.
    VBSP: Material not found!: CONCRETE/STRIPE_BLUE
    VBSP: material "tile/floor_tileblue01" not found.
    VBSP: Material not found!: TILE/FLOOR_TILEBLUE01
    VBSP: material "concrete/computerwall002" not found.
    VBSP: Material not found!: CONCRETE/COMPUTERWALL002
    VBSP: material "glass/glasswindow001a" not found.
    VBSP: Material not found!: GLASS/GLASSWINDOW001A
    VBSP: material "tile/floor_tile_001a" not found.
    VBSP: Material not found!: TILE/FLOOR_TILE_001A
    VBSP: material "metal/metaldoor001" not found.
    VBSP: Material not found!: METAL/METALDOOR001
    VBSP: material "overlays/no_entry" not found.
    VBSP: Material not found!: OVERLAYS/NO_ENTRY
    VBSP: material "concrete/concretefloor005" not found.
    VBSP: Material not found!: CONCRETE/CONCRETEFLOOR005
    VBSP: material "concrete/concretefloor002" not found.
    VBSP: Material not found!: CONCRETE/CONCRETEFLOOR002
    VBSP: material "soho/floortile_001c" not found.
    VBSP: Material not found!: SOHO/FLOORTILE_001C
    VBSP: material "brick/brickwall001" not found.
    VBSP: Material not found!: BRICK/BRICKWALL001
    VBSP: material "skybox/sky_goldrush_01rt" not found.
    VBSP: material "/fialanadinvertslogo" not found.
    VBSP: material "/noguns" not found.
    VBSP: material "overlays/logo_blue_white" not found.
    VBSP: material "overlays/logo_red_white" not found.
    VBSP: material "/imsohigh" not found.
    VBSP: material "/sexylady1" not found.
    VBSP: material "/art2" not found.
    VBSP: material "/nude3" not found.
    VBSP: material "/rules2" not found.
    VBSP: material "/sexylady2" not found.
    VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.

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

    VVIS: Z:\Steam\steamapps\common\SourceSDK\bin\orangebox\bin\vvis.exe -game "Z:\Steam\steamapps\common\team fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A"

    Valve Software - vvis.exe (Oct 31 2012)
    4 threads
    reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_A.bsp
    reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_A.prt
    501 portalclusters
    2074 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 (1104)
    Optimized: 72 visible clusters (0.05%)
    Total clusters visible: 157402
    Average clusters visible: 314
    Building PAS...
    Average clusters audible: 329
    visdatasize:53394 compressed from 64128
    writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_A.bsp
    18 minutes, 24 seconds elapsed

    Compile Complete for this module.
    VVIS Completed: Sunday, November 10, 2013, 10:16:02 AM
    VVIS: Compile time: 18 minutes, 24 seconds elapsed

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

    VRAD: Z:\Steam\steamapps\common\SourceSDK\bin\orangebox\bin\vrad.exe -game "Z:\Steam\steamapps\common\team fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_A"

    Valve Software - vrad.exe SSE (Oct 31 2012)

    Valve Radiosity Simulator
    4 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file Z:\Steam\steamapps\common\SourceSDK\bin\orangebox\bin\lights.rad.
    Loading c:\users\invertmasa\desktop\trade map\Trade_invert_New_A.bsp
    Error! Unable to load model "models/props_spytech/doorframe004a.mdl"
    Error! Unable to load model "models/props_spytech/terminal_chair.mdl"
    Error! Unable to load model "models/props_spytech/work_table001.mdl"
    Error! Unable to load model "models/props_soho/lightpole001.mdl"
    Error! Unable to load model "models/props_foliage/tree02.mdl"
    Error! Unable to load model "models/props_2fort/groundlight001.mdl"
    Error! Unable to load model "models/props_spytech/spytech_railing04b.mdl"
    Error! Unable to load model "models/props_trainyard/stairs001b.mdl"
    Error! Unable to load model "models/props_spytech/spytech_railing02.mdl"
    Error! Unable to load model "models/props_2fort/spytech_roofbeam01.mdl"
    Error! Unable to load model "models/props_lights/light_fluorescent_farm.mdl"
    Error! Unable to load model "models/props_spytech/bench001b.mdl"
    Error! Unable to load model "models/props_hydro/3pipe_straight_256.mdl"
    Error! Unable to load model "models/props_spytech/exit_sign01.mdl"
    Error! Unable to load model "models/props_spytech/vent.mdl"
    Error! Unable to load model "models/props_doomsday/dd_woodfence_short_128.mdl"
    Error! Unable to load model "models/props_2fort/groundlight002.mdl"
    Error! Unable to load model "models/props_spytech/doorframe004d.mdl"
    Error! Unable to load model "models/props_2fort/groundlight003.mdl"
    Error! Unable to load model "models/props_foliage/shrub_03_cluster.mdl"
    Error! Unable to load model "models/props_forest/shrub_03_cluster.mdl"
    Error! Unable to load model "models/props_foliage/shrub_04b.mdl"
    Error! Unable to load model "models/props_foliage/grass_01.mdl"
    Error! Unable to load model "models/props_foliage/grass_02.mdl"
    Error! Unable to load model "models/props_foliage/deadtree01.mdl"
    Error! Unable to load model "models/props_foliage/shrub_03b.mdl"
    Error! Unable to load model "models/props_forest/shrub_03b.mdl"
    Error! Unable to load model "models/props_foliage/tree_pine01_8cluster.mdl"
    Error! Unable to load model "models/props_nature/rock_worn_cluster001.mdl"
    Error! Unable to load model "models/props_nature/rock_worn_cluster002.mdl"
    Error! Unable to load model "models/props_farm/conduit_pipe01.mdl"
    Error! Unable to load model "models/props_2fort/frog.mdl"
    Error! Unable to load model "models/props_foliage/shrub_03a.mdl"
    Error! Unable to load model "models/props_swamp/shrub_03b.mdl"
    Setting up ray-trace acceleration structure... Done (1.23 seconds)
    2741 faces
    2 degenerate faces
    641549 square feet [92383144.00 square inches]
    101 Displacements
    366070 Square Feet [52714080.00 Square Inches]
    2739 patches before subdivision
    44501 patches after subdivision
    light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 125.000000
    light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 125.000000
    light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 125.000000
    sun extent from map=0.258819
    66 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
    transfers 4852615, max 473
    transfer lists: 37.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(171817, 139478, 118544)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(37066, 27278, 22645)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(10244, 6978, 5513)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(3217, 1985, 1431)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1080, 598, 389)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(385, 192, 111)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(141, 63, 32)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(54, 22, 10)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(21, 8, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(9, 3, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(4, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0144 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (4)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 97/1024 4656/49152 ( 9.5%)
    brushes 786/8192 9432/98304 ( 9.6%)
    brushsides 5953/65536 47624/524288 ( 9.1%)
    planes 3996/65536 79920/1310720 ( 6.1%)
    vertexes 4773/65536 57276/786432 ( 7.3%)
    nodes 1542/65536 49344/2097152 ( 2.4%)
    texinfos 1400/12288 100800/884736 (11.4%)
    texdata 59/2048 1888/65536 ( 2.9%)
    dispinfos 101/0 17776/0 ( 0.0%)
    disp_verts 25653/0 513060/0 ( 0.0%)
    disp_tris 45184/0 90368/0 ( 0.0%)
    disp_lmsamples 678065/0 678065/0 ( 0.0%)
    faces 2741/65536 153496/3670016 ( 4.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2241/65536 125496/3670016 ( 3.4%)
    leaves 1640/65536 52480/2097152 ( 2.5%)
    leaffaces 3811/65536 7622/131072 ( 5.8%)
    leafbrushes 1787/65536 3574/131072 ( 2.7%)
    areas 4/256 32/2048 ( 1.6%)
    surfedges 20784/512000 83136/2048000 ( 4.1%)
    edges 12233/256000 48932/1024000 ( 4.8%)
    LDR worldlights 66/8192 5808/720896 ( 0.8%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 262/32768 2620/327680 ( 0.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4878/65536 9756/131072 ( 7.4%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 32/512 11264/180224 ( 6.3%)
    LDR lightdata [variable] 2616128/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 53394/16777216 ( 0.3%)
    entdata [variable] 108334/393216 (27.6%)
    LDR ambient table 1640/65536 6560/262144 ( 2.5%)
    HDR ambient table 1640/65536 6560/262144 ( 2.5%)
    LDR leaf ambient 8233/65536 230524/1835008 (12.6%)
    HDR leaf ambient 1640/65536 45920/1835008 ( 2.5%)
    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] 1/18510 ( 0.0%)
    pakfile [variable] 3042/0 ( 0.0%)
    physics [variable] 5373882/4194304 (128.1%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 6643
    Writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_A.bsp
    20 seconds elapsed

    Compile Complete for this module.
    VRAD Completed: Sunday, November 10, 2013, 10:16:23 AM
    VRAD: physics [variable] 5373882/4194304 (128.1%) VERY FULL!
    VRAD --> WARNING - Max Limit Approach!
    VRAD: Compile time: 20 seconds elapsed

    One Line Summary: 11/10/2013 10:16:23 AM, Trade_invert_New_A.vmf, Team Fortress 2, crashed?, normal, normal, 00:00:05, 00:18:24, 00:00:21, 00:18:51
    History.csv was updated.

    Compile Summary - job mode: FULL
    Map Name: Trade_invert_New_A.vmf
    VBSP - mode:crashed?, n/a, 00:00:05 elapsed
    VVIS - mode:normal, 18 minutes, 24 seconds, 00:18:24 elapsed
    VRAD - mode:normal, 20 seconds(LDR), n/a(HDR), 00:00:21 elapsed
    Total Compile time: 00:18:51


    There is that, and I make all my walls func_detail, Then box the map in with a hallow nodraw box around it, Is that a bad idea?
     
  8. invertMASA

    invertMASA L3: Member

    Messages:
    103
    Positive Ratings:
    1
    Ok so w/e I did when I was sleeping fixed it! lol.

    But now its super laggy, parts dissapear when you look at them, so its not now I think the leafs are all messed up, right? New to all this kinda stuff, when I upload it to our server, But when I just load it on my computer, It works just fine.

    Also, now when I load the pointfile it makes the red line but is not pointing at any there, HEre is a pic of it http://puu.sh/5eipF/b6d4cbd82b.png
     
    Last edited: Nov 10, 2013
  9. UKCS-Alias

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

    Messages:
    1,264
    Positive Ratings:
    748
    Your compile contains alot of errors
    • There is a huge ammount of materials it cant find.
    • Could not locate gameinfo.txt for Instance Remapping at gameinfo.txt
    • "WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU."
      Its better to only have power 2 or 3 displacements. If needed split up the power 4 to 4 power 3 displacements.
    • I dont know the size of the map but portal flow takes alot of time for a trade map. Load the portal file and check for areas which contain alot of blue lines. You probably need to func_detail some brushes there.
    • Warning: Couldn't open texlight file Z:\Steam\steamapps\common\SourceSDK\bin\orangebox\ bin\lights.rad.
    • Lots of models werent found
    • light has _fifty_percent_distance of 250.000000 but _zero_percent_distance of 125.000000
      This might explain the light issues
    • physics [variable] 5373882/4194304 (128.1%) VERY FULL!
      Again, this is the power 4 displacement issue it talks about
    Thats what i did spot in a quick look. The first thing i notice is the lots of missing models, textures, and the missing lights.rad file. I think there is some problem with the config for the compile.

    Oh, and that red line is where a leak is found. Are you sure the nodraw floor isnt func_detailed or contains a little hole?
     
    Last edited: Nov 10, 2013
  10. invertMASA

    invertMASA L3: Member

    Messages:
    103
    Positive Ratings:
    1
    I am sure there are no leakes and none of the nodraws are a func_detail. And I have had them errors forever and they have never caused and problems before.
     
  11. Crash

    aa Crash func_nerd

    Messages:
    3,160
    Positive Ratings:
    4,790
    You definitely have a leak, as that's what the line is pointing out. Turn off func_details in your visgroups and see if that red line is going into the void somewhere. It might even be a tiny crack you don't realize is there.

    You definitely don't want to seal your map by throwing a giant box around it. Making everything func_detail is ruining the maps optimization, and is causing everything to be rendered at once, even if the player can't actually see it. I suggest giving this a read over.
     
  12. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    It looks like it's unable to locate literally all of the textures and models your map uses, including nodraw. This is a pretty serious issue and should be dealt with before you do anything else. I wouldn't be surprised if it's failing to seal the map because of that.
     
  13. invertMASA

    invertMASA L3: Member

    Messages:
    103
    Positive Ratings:
    1
    Any Idea how? Ever since that steam pipe update, my hammer has been all messed up, Tried full re-installes as well
     
  14. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    I'm guessing you're still trying to use the copy of Hammer in the old SDK, not the one in /SteamApps/common/Team Fortress 2/bin/. Am I warm?
     
  15. invertMASA

    invertMASA L3: Member

    Messages:
    103
    Positive Ratings:
    1
    Z:\Steam\steamapps\common\Team Fortress 2\bin\Hammer.bat, That is the one im using, the one in source sdk wont let me open any maps or create a new one. Give this error

    Failed to load the default file. The maps views may be missing some visual elements.
     
  16. Limeaide

    Limeaide L2: Junior Member

    Messages:
    98
    Positive Ratings:
    7
    Delete or rename gameconfig.txt and run hammer again. Worked for me.