Map Fullbright (No leaks)

LOKKI

L1: Registered
Oct 24, 2018
4
0
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"
 

hutty

aa
Mar 30, 2014
538
444
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.
 

LOKKI

L1: Registered
Oct 24, 2018
4
0
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?
 

hutty

aa
Mar 30, 2014
538
444
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).