Map Fullbright (No leaks)

Discussion in 'Mapping Questions & Discussion' started by LOKKI, Oct 24, 2018.

  1. LOKKI

    LOKKI L1: Registered

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    This problem is coming up all the time I make a map now, the map is fullbright even if there are no leaks. (checked the point file) (encased the whole map in a box and made it hollow. still fullbright.

    there are lights in the map, (light_env and normal ones.)

    Here's the compile log, its complaining about the skybox texture but even if I change it to different it still happens.

    (and I have put it through this site; https://www.interlopers.net/index.php?page=errors
    ** Executing...
    ** Command: "E:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "E:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "E:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    4 threads
    materialPath: E:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
    Loading E:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d.vmf
    Patching WVT material: maps/cp_towercontrol_d/dev/dev_blendmeasure_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 E:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d.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) (19893 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 50 texinfos to 38
    Reduced 7 texdatas to 6 (193 bytes to 172)
    Writing E:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d.bsp
    Wrote ZIP buffer, estimated size 106398, actual size 106050
    0 seconds elapsed

    ** Executing...
    ** Command: "E:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "E:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "E:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d"

    Valve Software - vvis.exe (Aug 2 2018)
    4 threads
    reading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d.bsp
    reading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d.prt
    51 portalclusters
    77 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 (0)
    Optimized: 3 visible clusters (0.49%)
    Total clusters visible: 616
    Average clusters visible: 12
    Building PAS...
    Average clusters audible: 22
    visdatasize:1261 compressed from 816
    writing e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "E:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "E:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "E:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d"

    Valve Software - vrad.exe SSE (Jul 18 2018)

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

    [56 texlights parsed from 'lights.rad']

    Loading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d.bsp
    Setting up ray-trace acceleration structure... Done (0.05 seconds)
    313 faces
    239219 square feet [34447600.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    313 patches before subdivision
    18569 patches after subdivision
    sun extent from map=0.000000
    10 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 1890393, max 293
    transfer lists: 14.4 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(14185, 12154, 11480)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(1757, 1280, 1168)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(220, 134, 120)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(28, 14, 13)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(4, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0046 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (0)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 10/1024 480/49152 ( 1.0%)
    brushes 51/8192 612/98304 ( 0.6%)
    brushsides 389/65536 3112/524288 ( 0.6%)
    planes 340/65536 6800/1310720 ( 0.5%)
    vertexes 442/65536 5304/786432 ( 0.7%)
    nodes 198/65536 6336/2097152 ( 0.3%)
    texinfos 38/12288 2736/884736 ( 0.3%)
    texdata 6/2048 192/65536 ( 0.3%)
    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 313/65536 17528/3670016 ( 0.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 163/65536 9128/3670016 ( 0.2%)
    leaves 209/65536 6688/2097152 ( 0.3%)
    leaffaces 320/65536 640/131072 ( 0.5%)
    leafbrushes 121/65536 242/131072 ( 0.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 2030/512000 8120/2048000 ( 0.4%)
    edges 1125/256000 4500/1024000 ( 0.4%)
    LDR worldlights 10/8192 880/720896 ( 0.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 9/32768 90/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 144/65536 288/131072 ( 0.2%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 356312/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1261/16777216 ( 0.0%)
    entdata [variable] 12877/393216 ( 3.3%)
    LDR ambient table 209/65536 836/262144 ( 0.3%)
    HDR ambient table 209/65536 836/262144 ( 0.3%)
    LDR leaf ambient 669/65536 18732/1835008 ( 1.0%)
    HDR leaf ambient 209/65536 5852/1835008 ( 0.3%)
    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] 1/1364 ( 0.1%)
    pakfile [variable] 106050/0 ( 0.0%)
    physics [variable] 19893/4194304 ( 0.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 758
    Writing e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "E:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_towercontrol_d.bsp" "E:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\cp_towercontrol_d.bsp"
     
  2. hutty

    aa hutty

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    did you restart TF2, if you load a map that is full-bright, every map will load as full-bright until you set mat_fullbright to 0 or restart TF2.
     
    • Thanks Thanks x 1
  3. LOKKI

    LOKKI L1: Registered

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    Thank you, the restarting the game and that command didn't work. But when I restarted the whole PC it worked.

    I have other map with the same problem and it's still fullbright, do I need to start other thread?
     
  4. hutty

    aa hutty

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    Maybe idk, the other map probably has a compile issue then.
    You can always ask on the discord channel to get faster help too (usually).
     
    • Agree Agree x 1