Map is fullbright using extra parameters

mickeymick

L1: Registered
Jul 27, 2021
3
0
Help! my map is on fullbright when I try to use -staticproppolys -textureshadows and -staticproplighting within light.exe in hammer editor. I've managed to get lighting without the extra parameters but with them no luck. There is no leaks and no errors that I know of, help is much appreciated. Alternatively if anyone knows of any better parameters please suggest me some.
 

mickeymick

L1: Registered
Jul 27, 2021
3
0
Here is my compile log for reference:

** 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\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1"

Valve Software - vbsp.exe (Jun 18 2021)
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/zs_badwater_b1/nature/blendgroundtograss005_wvt_patch
Patching WVT material: maps/zs_badwater_b1/nature/blendgroundtogravel005_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...
Merged 872 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
done (2) (1392096 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5851 texinfos to 3944
Reduced 193 texdatas to 182 (4584 bytes to 4236)
Writing c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 1389243, actual size 1382463
20 seconds elapsed
30.289499 -24.993599 0.000000
24.193501 -30.045208 0.000000
24.193501 -24.993599 0.000000
30.467300 -24.993599 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** 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\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1"

Valve Software - vvis.exe (Jun 18 2021)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.log', but we don't own that location. Allowing.
4 threads
reading c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.bsp
reading c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.prt
1879 portalclusters
5272 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 (574)
Optimized: 4941 visible clusters (0.75%)
Total clusters visible: 655086
Average clusters visible: 348
Building PAS...
Average clusters audible: 1352
visdatasize:638520 compressed from 901920
writing c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.bsp', but we don't own that location. Allowing.
9 minutes, 35 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -final -game -staticproppolys -textureshadows -staticproplighting "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1"

Valve Software - vrad.exe SSE (Jun 18 2021)

Valve Radiosity Simulator
Command line: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe" "-ldr" "-final" "-game" "-staticproppolys" "-textureshadows" "-staticproplighting" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1"

usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test

Common options:

-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-fastambient : Per-leaf ambient sampling is lower quality to save compute time.
-final : High quality processing. equivalent to -extrasky 16.
-extrasky n : trace N times as many rays for indirect light and sky ambient.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.

-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.

Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-dumptrace : Write ray-tracing environment to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors

-LargeDispSampleRadius: This can be used if there are splotches of bounced light
on terrain. The compile will take longer, but it will gather
light across a wider area.
-StaticPropLighting : generate backed static prop vertex lighting
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
-textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
-noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static props


** Executing...
** Command: Copy File
** Parameters: "c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\zs_badwater_b1.bsp"
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Command line: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe" "-ldr" "-final" "-game" "-staticproppolys" "-textureshadows" "-staticproplighting" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\liam mcdonald\documents\senginemaps\before23072021\zs_badwater\b1proposal\zs_badwater_b1"
You put the parameters in the wrong place. The -game parameter should be followed by a file path to the TF2 files, but you put the -staticproppolys, -textureshadows, and -staticproplighting parameters between -game and its file path. Try moving those before the -game parameter.
 

mickeymick

L1: Registered
Jul 27, 2021
3
0
You put the parameters in the wrong place. The -game parameter should be followed by a file path to the TF2 files, but you put the -staticproppolys, -textureshadows, and -staticproplighting parameters between -game and its file path. Try moving those before the -game parameter.

Will do thanks!