Lighting problems

henke37

aa
Sep 23, 2011
2,075
515
Or when all else fails, bisect the map. Use a cordon region to test a subpart of the map. If the error goes away, look in a different area, otherwise shrink the one you have.
 

MaD_MaX

L1: Registered
Sep 28, 2014
10
0
Trough some trial and error i found and fixed the degenerate face, but as suspected it was not the issue. Any other reasons why vrad will not compile?

Here is the updated 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" "C:\Users\Espen\Desktop\jump_max 2\jump_max_v2.vmf"

Valve Software - vbsp.exe (Sep 30 2014)
6 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Espen\Desktop\jump_max 2\jump_max_v2.vmf
Patching WVT material: maps/jump_max_v2/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/jump_max_v2/swamp/brick/blendswampcobble001_wvt_patch
Patching WVT material: maps/jump_max_v2/dev/dev_blendmeasure2_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 26 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Espen\Desktop\jump_max 2\jump_max_v2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06_hdr*.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 (3) (428582 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 1189 texinfos to 853
Reduced 75 texdatas to 57 (2032 bytes to 1314)
Writing C:\Users\Espen\Desktop\jump_max 2\jump_max_v2.bsp
6 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" "C:\Users\Espen\Desktop\jump_max 2\jump_max_v2"

Valve Software - vvis.exe (Sep 30 2014)
6 threads
reading c:\users\espen\desktop\jump_max 2\jump_max_v2.bsp
reading c:\users\espen\desktop\jump_max 2\jump_max_v2.prt
1677 portalclusters
4650 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 (14)
Optimized: 352 visible clusters (0.14%)
Total clusters visible: 250069
Average clusters visible: 149
Building PAS...
Average clusters audible: 246
visdatasize:189725 compressed from 724464
writing c:\users\espen\desktop\jump_max 2\jump_max_v2.bsp
14 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" "C:\Users\Espen\Desktop\jump_max 2\jump_max_v2"

Valve Software - vrad.exe SSE (Sep 30 2014)

Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\espen\desktop\jump_max 2\jump_max_v2.bsp
Setting up ray-trace acceleration structure... Done (0.66 seconds)
11227 faces
17928840 square feet [2581752832.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
11227 patches before subdivision
557679 patches after subdivision
sun extent from map=0.087156
122 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (103)
BuildVisLeafs: 0...1...2...3...4...5...6...7..
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Espen\Desktop\jump_max 2\jump_max_v2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\jump_max_v2.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "jump_max_v2" -steam
 

henke37

aa
Sep 23, 2011
2,075
515
VRAD crashed. That's why there is no lighting information in the file.
 

xzzy

aa
Jan 30, 2010
815
531
vrad is a 32 bit executable so if it goes over 2gb of memory trying to build the lightmaps, it's gonna crash.

Try building with cordones to verify the issue, or reducing the lightmap resolution on all your textures.