arena map i'm trying to compile simply refuses to give proper lighting, causing the map to be stuck in fullbright. no amount of restarting or mat_fullbright 0 w/ sv_cheats 1 on changes that, unfortunately. compile log: Code: Starting a 'Full - Both' compile. Starting compilation of arena_dmm_house Valve Software - vbsp.exe (Aug 2 2018) 4 threads materialPath: F:\tf2\steamapps\common\Team Fortress 2\tf\materials Loading C:\Users\Infinite Phantasm\Desktop\phys_dmm_house\arena_dmm_house.vmf Patching WVT material: maps/arena_dmm_house/nature/blendgrassgrass001a_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 632 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Infinite Phantasm\Desktop\phys_dmm_house\arena_dmm_house.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (1) (588856 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3691 texinfos to 3090 Reduced 35 texdatas to 29 (928 bytes to 632) Writing C:\Users\Infinite Phantasm\Desktop\phys_dmm_house\arena_dmm_house.bsp Wrote ZIP buffer, estimated size 176372, actual size 175220 3 seconds elapsed Valve Software - vvis.exe (Aug 2 2018) 4 threads reading c:\users\infinite phantasm\desktop\phys_dmm_house\arena_dmm_house.bsp reading c:\users\infinite phantasm\desktop\phys_dmm_house\arena_dmm_house.prt 235 portalclusters 766 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 (75) Optimized: 0 visible clusters (0.00%) Total clusters visible: 53097 Average clusters visible: 225 Building PAS... Average clusters audible: 235 visdatasize:15987 compressed from 15040 writing c:\users\infinite phantasm\desktop\phys_dmm_house\arena_dmm_house.bsp 1 minute, 15 seconds elapsed 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 c:\users\infinite phantasm\desktop\phys_dmm_house\arena_dmm_house.bsp Setting up ray-trace acceleration structure... Done (1.05 seconds) 5941 faces 2743628 square feet [395082432.00 square inches] 2 Displacements 296733 Square Feet [42729624.00 Square Inches] Stack overflow in neighbors C:\Users\Infinite Phantasm\Desktop\phys_dmm_house\arena_dmm_house.bsp -> F:\tf2\steamapps\common\Team Fortress 2\tf\maps\arena_dmm_house.bsp 1 File(s) copied CompilePal - Nav Generator Generating... nav file complete! CompilePal - Cubemap Generator Detecting HDR levels... Map requires one set of cubemaps Compiling cubemaps... Cubemaps compiled CompilePal - Automated Packaging Finding sources of game content... Found search paths... Found wildcard path: F:\tf2\steamapps\common\Team Fortress 2\tf\custom\ Found search path: F:\tf2\steamapps\common\Team Fortress 2\tf Found search path: F:\tf2\steamapps\common\Team Fortress 2\tf\bin Found search path: F:\tf2\steamapps\common\Team Fortress 2\tf\download Reading BSP... Initializing pak file... Writing file list... Running bspzip... Finished! --------------------- 7 materials found 0 models found 0 particle files found 0 sounds found additional files: -nav file --------------------- Valve Software - bspzip.exe (Aug 2 2018) Warning: falling back to auto detection of vproject directory. Repacking F:\tf2\steamapps\common\Team Fortress 2\tf\maps\arena_dmm_house.bsp Successfully repacked F:\tf2\steamapps\common\Team Fortress 2\tf\maps\arena_dmm_house.bsp -- 5256064 -> 759178 bytes 'Full - Both' compile finished in 00:06:15 0 errors/warnings logged: No errors/warnings logged for arena_dmm_house the only discrepancies i can find are 'unknown light specifier type - lights' and 'Stack overflow in neighbors' in VRAD. tossing it in the interlopers error checker turns up no results. any idea what i could possibly be doing wrong?
Stack overflow could be the issue - take a look at https://www.mapcore.org/topic/7356-stack-overflow-in-neighbors-vrad/ perhaps
tried removing/simplifying stairs, moving/removing lights and moving light_environment, but i'm still getting this error. unsure as to what could be the cause of the error...
managed to resolve the issue. turns out that the displacements weren't exactly liked by VRAD so i just deleted them and replaced them with regular solids. oh well, they weren't something i was too attached too.