lights don't work

Discussion in 'Mapping Questions & Discussion' started by KlashFire, Sep 2, 2015.

  1. KlashFire

    KlashFire L1: Registered

    Messages:
    17
    Positive Ratings:
    1
    trying to fix someone else's poorly made map, fixed all leaks, interloper shows 0 errors, I have a light_environment and a light_spot set up.

    lights don't show up.

    vmf file:
    https://drive.google.com/file/d/0B7_5Xqg7SKv5QnNWQVZvZFFmRU0/view?usp=sharing

    bsp file:
    https://drive.google.com/file/d/0B7_5Xqg7SKv5Tjd6TGpaYWdqWFU/view?usp=sharing

    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\Chaim\Desktop\trade_killit.vmf"

    Valve Software - vbsp.exe (Aug 17 2015)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Chaim\Desktop\trade_killit.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/trade_killit/nature/blendrockgroundwallforest_reducedetail_wvt_patch
    Patching WVT material: maps/trade_killit/nature/blendgroundtograss007_reducedetail_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\Chaim\Desktop\trade_killit.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 (0) (84197 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 357 texinfos to 221
    Reduced 24 texdatas to 22 (675 bytes to 587)
    Writing C:\Users\Chaim\Desktop\trade_killit.bsp
    2 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\Chaim\Desktop\trade_killit"

    Valve Software - vvis.exe (Aug 17 2015)
    4 threads
    reading c:\users\chaim\desktop\trade_killit.bsp
    reading c:\users\chaim\desktop\trade_killit.prt
    398 portalclusters
    1153 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 (11)
    Optimized: 136 visible clusters (0.22%)
    Total clusters visible: 60914
    Average clusters visible: 153
    Building PAS...
    Average clusters audible: 241
    visdatasize:32158 compressed from 44576
    writing c:\users\chaim\desktop\trade_killit.bsp
    12 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\Chaim\Desktop\trade_killit"

    Valve Software - vrad.exe SSE (Aug 17 2015)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\chaim\desktop\trade_killit.bsp
    Setting up ray-trace acceleration structure... Done (0.43 seconds)
    1721 faces
    2 degenerate faces
    432531 square feet [62284552.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1719 patches before subdivision
    39925 patches after subdivision
    sun extent from map=0.000000
    3 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
    transfers 4825262, max 632
    transfer lists: 36.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(220744, 112815, 46931)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(35840, 10163, 3414)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(6046, 1065, 293)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1094, 123, 32)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(207, 18, 6)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(41, 4, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(9, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0570 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 13/1024 624/49152 ( 1.3%)
    brushes 236/8192 2832/98304 ( 2.9%)
    brushsides 1645/65536 13160/524288 ( 2.5%)
    planes 1264/65536 25280/1310720 ( 1.9%)
    vertexes 2583/65536 30996/786432 ( 3.9%)
    nodes 977/65536 31264/2097152 ( 1.5%)
    texinfos 221/12288 15912/884736 ( 1.8%)
    texdata 22/2048 704/65536 ( 1.1%)
    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 1721/65536 96376/3670016 ( 2.6%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 722/65536 40432/3670016 ( 1.1%)
    leaves 991/65536 31712/2097152 ( 1.5%)
    leaffaces 2029/65536 4058/131072 ( 3.1%)
    leafbrushes 808/65536 1616/131072 ( 1.2%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 10993/512000 43972/2048000 ( 2.1%)
    edges 6044/256000 24176/1024000 ( 2.4%)
    LDR worldlights 3/8192 264/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 178/32768 1780/327680 ( 0.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2619/65536 5238/131072 ( 4.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2656864/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 32158/16777216 ( 0.2%)
    entdata [variable] 14483/393216 ( 3.7%)
    LDR ambient table 991/65536 3964/262144 ( 1.5%)
    HDR ambient table 991/65536 3964/262144 ( 1.5%)
    LDR leaf ambient 4071/65536 113988/1835008 ( 6.2%)
    HDR leaf ambient 991/65536 27748/1835008 ( 1.5%)
    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] 1/2302 ( 0.0%)
    pakfile [variable] 106700/0 ( 0.0%)
    physics [variable] 84197/4194304 ( 2.0%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4657
    Writing c:\users\chaim\desktop\trade_killit.bsp
    17 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Chaim\Desktop\trade_killit.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\trade_killit.bsp"
     

    Attached Files:

    Last edited: Sep 3, 2015
  2. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    Did you leave the game open between compiles? When Source turns on fullbright, it doesn't go off when you restart the map.
     
  3. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
    Bingo! we have a winner!

    The map has lighting but you have lighting turned off because (presumably) a previous version didn't have lighting. use mat_fullbright 0 and the problem will be fixed.