map is stuck in fullbright

Discussion in 'Mapping Questions & Discussion' started by infinitephantasm, Oct 29, 2018.

  1. infinitephantasm

    infinitephantasm L1: Registered

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    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?
     
  2. DrSquishy

    aa DrSquishy ???

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  3. infinitephantasm

    infinitephantasm L1: Registered

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  4. infinitephantasm

    infinitephantasm L1: Registered

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    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.