Lightmap not working in props?

Ashe_tfwiki

L1: Registered
Dec 14, 2021
39
16
I followed this guide ->https://tf2maps.net/threads/guide-prop-lightmaps.24682/ , but the brush isn't casting shadows in the rock.

bug1.png

bug2.png
bug3.png
 

Ashe_tfwiki

L1: Registered
Dec 14, 2021
39
16
This is the compile log, i forgot to add it

materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials Loading d:\steam\steamapps\common\team fortress 2\otros\example_xd.vmf Patching WVT material: maps/example_xd/dev/dev_blendmeasure_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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing d:\steam\steamapps\common\team fortress 2\otros\example_xd.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) (2662 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 12 texinfos to 5 Reduced 4 texdatas to 3 (104 bytes to 83) Writing d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp Wrote ZIP buffer, estimated size 471, actual size 391 1 second elapsed 12 threads reading d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp reading d:\steam\steamapps\common\team fortress 2\otros\example_xd.prt 6 portalclusters 9 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%) Total clusters visible: 36 Average clusters visible: 6 Building PAS... Average clusters audible: 6 visdatasize:64 compressed from 96 writing d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [56 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp 668 faces 17706 square feet [2549760.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 668 patches before subdivision 77920 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 664380, max 604 transfer lists: 5.1 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(12669, 11461, 17679) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(897, 742, 917) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(14, 12, 18) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0159 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 7/8192 84/98304 ( 0.1%) brushsides 42/65536 336/524288 ( 0.1%) planes 44/65536 880/1310720 ( 0.1%) vertexes 722/65536 8664/786432 ( 1.1%) nodes 31/65536 992/2097152 ( 0.0%) texinfos 5/12288 360/884736 ( 0.0%) texdata 3/2048 96/65536 ( 0.1%) 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 668/65536 37408/3670016 ( 1.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8/65536 448/3670016 ( 0.0%) leaves 33/65536 1056/2097152 ( 0.1%) leaffaces 668/65536 1336/131072 ( 1.0%) leafbrushes 18/65536 36/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 2802/512000 11208/2048000 ( 0.5%) edges 1405/256000 5620/1024000 ( 0.5%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2473368/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 64/16777216 ( 0.0%) entdata [variable] 968/393216 ( 0.2%) LDR ambient table 33/65536 132/262144 ( 0.1%) HDR ambient table 33/65536 132/262144 ( 0.1%) LDR leaf ambient 94/65536 2632/1835008 ( 0.1%) HDR leaf ambient 33/65536 924/1835008 ( 0.1%) 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] 1/514 ( 0.2%) pakfile [variable] 29591/0 ( 0.0%) physics [variable] 2662/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 1 Total triangle count: 1434 Writing d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp 48 seconds elapsed [Reading texlights from 'lights.rad'] [56 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp 668 faces 17706 square feet [2549760.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 668 patches before subdivision 77920 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 664380, max 604 transfer lists: 5.1 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(12669, 11461, 17679) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(897, 742, 917) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(14, 12, 18) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0150 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 7/8192 84/98304 ( 0.1%) brushsides 42/65536 336/524288 ( 0.1%) planes 44/65536 880/1310720 ( 0.1%) vertexes 722/65536 8664/786432 ( 1.1%) nodes 31/65536 992/2097152 ( 0.0%) texinfos 5/12288 360/884736 ( 0.0%) texdata 3/2048 96/65536 ( 0.1%) 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 668/65536 37408/3670016 ( 1.0%) hdr faces 668/65536 37408/3670016 ( 1.0%) origfaces 8/65536 448/3670016 ( 0.0%) leaves 33/65536 1056/2097152 ( 0.1%) leaffaces 668/65536 1336/131072 ( 1.0%) leafbrushes 18/65536 36/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 2802/512000 11208/2048000 ( 0.5%) edges 1405/256000 5620/1024000 ( 0.5%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2473368/0 ( 0.0%) HDR lightdata [variable] 2473368/0 ( 0.0%) visdata [variable] 64/16777216 ( 0.0%) entdata [variable] 968/393216 ( 0.2%) LDR ambient table 33/65536 132/262144 ( 0.1%) HDR ambient table 33/65536 132/262144 ( 0.1%) LDR leaf ambient 94/65536 2632/1835008 ( 0.1%) HDR leaf ambient 94/65536 2632/1835008 ( 0.1%) 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] 1/514 ( 0.2%) pakfile [variable] 35211/0 ( 0.0%) physics [variable] 2662/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 3 Total triangle count: 1434 Writing d:\steam\steamapps\common\team fortress 2\otros\example_xd.bsp 49 seconds elapsed
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Your lightmap resolution is huge. 256 means your luxels are 256 units wide. If the face has to sample all the lighting and shading from such a large area, it will result in it just having one shade all over. Stick with the default option of 32 and reduce it by half each time if you are not satisfied with the definition.

Lightmaps on props is a bit of a gimmick that's only really useful on large flat surfaces. You rarely need such definition on a small object. Vertex lighting is preferable for most objects.
 

Ashe_tfwiki

L1: Registered
Dec 14, 2021
39
16
Tried what you said and no, it doesn't work either.
1651506870503.png

Question: In the guide it says that .ppl files should be created in the root directory of the bsp, but i can't find anything related
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Aren't those the Upward rocks? Those are infamously incompatible with per-vertex lighting because of their normal maps (something Valve only ever bothered to update in CSGO), so it wouldn't surprise me if the conflict extends to using lightmaps.

I wouldn't mess around with lightmaps on props that weren't specifically designed for them anyway; you're only going to end up with obvious seams where the UV map breaks up.