Lights are refusing to work!!!!!!!!2qbkf, gfxkm

Discussion in 'Mapping Questions & Discussion' started by HQDefault, Jan 26, 2015.

  1. HQDefault

    aa HQDefault ...what

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    I'M VERY ANXIOUS.

    So, I was about to do the final compile on my 72hr contest entry, but the lights won't render and it only renders fullbright. I can't tell what the hell is going wrong, and now I need to go to school and I won't be back to post it in time for the contest to finish!

    WHY GOD WHY.

    So can I please have some extended time to post my entry? Because the way fate rolled, basically I was on a boat in the center of the atlantic and a rock fell and killed me :'(

    So can someone please give me a pardon?

    Here's the compile:

    (and yes I checked to see if RAD was set to no)

    Code:
    ** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.vmf"
    
    Valve Software - vbsp.exe (Dec  7 2014)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_defcon_72_a3/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/cp_defcon_72_a3/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 90 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldrush_01 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) (427862 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 299 texinfos to 227
    Reduced 91 texdatas to 81 (2284 bytes to 1863)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.bsp
    7 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" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3"
    
    Valve Software - vvis.exe (Dec  7 2014)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.prt
    1086 portalclusters
    2952 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
    Optimized: 52446 visible clusters (6.30%)
    Total clusters visible: 832436
    Average clusters visible: 766
    Building PAS...
    Average clusters audible: 1067
    visdatasize:296713  compressed from 295392
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3"
    
    Valve Software - vrad.exe SSE (Dec  7 2014)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [37 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.bsp
    Setting up ray-trace acceleration structure... Done (1.41 seconds)
    7495 faces
    13 degenerate faces
    4019747 square feet [578843584.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    Stack overflow in neighbors
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_defcon_72_a3.bsp"
    
     
    Last edited by a moderator: Jan 26, 2015
  2. Geit

    aa Geit 💜 I probably broke it 💜

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    We're fairly sure it's to do with

    >Stack overflow in neighbors

    Google suggests that it's caused by too many surfaces sharing a single lightmap patch/luxel, the fix is to cordon compile parts of the map until you find which section it's in and then to remake the offending geometry.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    You're running VVIS on fast, which means no light bounces and you might as well not run it at all. Apart from that the only thing I see is a stack overflow in VRAD, which Geit already mentioned.
     
  4. Idolon

    aa Idolon the worst admin

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    You've got 13 degenerate faces, which means you have any number of invalid solids. Reload your map. Hammer will tell you that it automatically removed some invalid solids. Find what brushes are missing and rebuild them.

    When using the vertex editor, moving two vertexes to the same spot will prompt you to merge them. However, there's a bug where sometimes it doesn't prompt you. In this case, it isn't actually merging the vertexes, and you can end up with a face that is infinitely small. If I'm not mistaken, these are also considered degenerate faces, and will cause issues. However, I believe they're considered invalid solids, and will be removed on a map reload.
     
  5. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    If you are using any toruses check those I have been having issues with them recently.
     
  6. HQDefault

    aa HQDefault ...what

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    I looked and found as many overlapping textures as possible. That didn't do crap.


    Ran the VIS on normal just in case, all it did was give me a 20 minute compile but didn't change a single thing.

    Tried closing hammer and opening it again, nothing happened. I even checked for errors. Nothing.

    Nope.
     
  7. Crash

    aa Crash func_nerd

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    Did you do the bolded part? You can narrow down your problem area this way.