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"
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.
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?
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).