Map not generating lights when using skybox.

Discussion in 'Mapping Questions & Discussion' started by poptop89 [G.E.W.P.], Mar 13, 2016.

  1. poptop89 [G.E.W.P.]

    poptop89 [G.E.W.P.] L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    ***FIXED***


    My map has had this bug lately. When I remove the skybox all together it fixes, but when it is there and I compile the map my map is entirely black, save for props, and I can't see anything. I have lights in all major areas where I need to see right now, a light_env, but nothing seems to make them work except for removing the skybox. It's been going on for days and I've ran my compile logs through Interloper's checker, read through it, and I can't find any reason why it shouldn't work.



    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4.vmf"

    Valve Software - vbsp.exe (Mar 2 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4.vmf
    Patching WVT material: maps/koth_crater_4/moon/blend_moon_dust_moon_craters_wvt_patch
    Patching WVT material: maps/koth_crater_4/moon/blend_moon_dust_moon_craters3_wvt_patch
    Patching WVT material: maps/koth_crater_4/moon/blendspacecraters_spacerock001_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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_skylab_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_skylab_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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (0) (309077 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 525 texinfos to 379
    Reduced 51 texdatas to 45 (1515 bytes to 1254)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4.bsp
    Wrote ZIP buffer, estimated size 168331, actual size 166777
    4 seconds elapsed

    ** 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4"

    Valve Software - vvis.exe (Mar 2 2016)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4.prt
    1544 portalclusters
    5055 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Optimized: 177364 visible clusters (11.18%)
    Total clusters visible: 1586009
    Average clusters visible: 1027
    Building PAS...
    Average clusters audible: 1541
    visdatasize:588744 compressed from 617600
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4.bsp
    1 second elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4"

    Valve Software - vrad.exe SSE (Mar 2 2016)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4.bsp
    Setting up ray-trace acceleration structure... Done (0.89 seconds)
    5206 faces
    3 degenerate faces
    3324237 square feet [478690176.00 square inches]
    6 Displacements
    40209 Square Feet [5790161.50 Square Inches]
    5203 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    155597 patches after subdivision
    sun extent from map=0.087156
    40 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (31)
    transfers 18260406, max 801
    transfer lists: 139.3 megs
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    Build Patch/Sample Hash Table(s).....Done<0.0799 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
    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 (9)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 6/1024 288/49152 ( 0.6%)
    brushes 360/8192 4320/98304 ( 4.4%)
    brushsides 3071/65536 24568/524288 ( 4.7%)
    planes 3340/65536 66800/1310720 ( 5.1%)
    vertexes 7058/65536 84696/786432 (10.8%)
    nodes 2853/65536 91296/2097152 ( 4.4%)
    texinfos 379/12288 27288/884736 ( 3.1%)
    texdata 45/2048 1440/65536 ( 2.2%)
    dispinfos 6/0 1056/0 ( 0.0%)
    disp_verts 902/0 18040/0 ( 0.0%)
    disp_tris 1536/0 3072/0 ( 0.0%)
    disp_lmsamples 96606/0 96606/0 ( 0.0%)
    faces 5206/65536 291536/3670016 ( 7.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1340/65536 75040/3670016 ( 2.0%)
    leaves 2860/65536 91520/2097152 ( 4.4%)
    leaffaces 6047/65536 12094/131072 ( 9.2%)
    leafbrushes 1941/65536 3882/131072 ( 3.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 29683/512000 118732/2048000 ( 5.8%)
    edges 16007/256000 64028/1024000 ( 6.3%)
    LDR worldlights 40/8192 3520/720896 ( 0.5%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 3/32768 36/393216 ( 0.0%)
    waterstrips 414/32768 4140/327680 ( 1.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 5655/65536 11310/131072 ( 8.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 22/512 7744/180224 ( 4.3%)
    LDR lightdata [variable] 5044160/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 588744/16777216 ( 3.5%)
    entdata [variable] 13265/393216 ( 3.4%)
    LDR ambient table 2860/65536 11440/262144 ( 4.4%)
    HDR ambient table 2860/65536 11440/262144 ( 4.4%)
    LDR leaf ambient 10390/65536 290920/1835008 (15.9%)
    HDR leaf ambient 2860/65536 80080/1835008 ( 4.4%)
    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] 1/10922 ( 0.0%)
    pakfile [variable] 166777/0 ( 0.0%)
    physics [variable] 309077/4194304 ( 7.4%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 13876
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4.bsp
    1 minute, 20 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_crater_4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_crater_4.bsp"
     
    Last edited: Mar 13, 2016
  2. Vel0city

    aa Vel0city personal pick-pocketing parrot

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    You're running VVIS on fast. That can cause all kinds of problems, including game crashes, compile failures, lighting issues, etc. Try compiling again but this time run VIS on normal.
     
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  3. killohurtz

    aa killohurtz Distinction in Applied Carving

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  4. poptop89 [G.E.W.P.]

    poptop89 [G.E.W.P.] L1: Registered

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    Both of those sound amazingly helpful, I am attempting to compile it normally now. I unfortunately don't know much about the differences between 2D and 3D skyboxes, but if it helps, the tools brush I used just says "skybox", there is another for skybox 2d, which I haven't tried using at all yet. I can upload screenshots of the hammer workspace or the vmf if needed.
     
  5. killohurtz

    aa killohurtz Distinction in Applied Carving

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    "3D skybox" refers to the scaled-down geometry that's projected around the main map and makes it look bigger. If you didn't make one of these, then your problem's gotta be somewhere else. (For reference, the 2D skybox is just the flat sky image that you see through the toolsskybox texture.)

    Also, don't worry about trying the the toolsskybox2d texture; it just prevents the 3D skybox geometry from rendering through it, and it's used for things like the skylights on Barnblitz last where you won't see the geometry anyway. You won't normally need this texture.

    Now, if the 3D skybox isn't the issue, then try full VVIS, moving the map origin into open space, and/or copying everything to a new vmf file. If none of those work then I may have to look at the vmf.
     
  6. poptop89 [G.E.W.P.]

    poptop89 [G.E.W.P.] L1: Registered

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    I deleted the entire skybox, which is just a hollowed cube for now, and remade it and compiled in normal. It's of note that the skybox does show up. Here's the vmf, haven't moved the map yet, (though I have done it previously in regards to the same problem. It does have some custom textures and all that I got from gamebanana to use to make it feel more spacey until I can make more of my own. I'm new to this mapping thing.
     

    Attached Files:

  7. poptop89 [G.E.W.P.]

    poptop89 [G.E.W.P.] L1: Registered

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    I fixed the problem. I've no idea which fix it was, but thanks, you were a tonof help. I ended up moving the map down so the origin was above the map and it seemed to fix.
     
  8. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Glad to hear! I was about to say the lighting worked fine for me when I compiled, but you've got it sorted already. Just a tip though, try to shrink your sky-cube as close to the map as possible (while still leaving room for jumpers, of course) to help cut down on compile times. When you have that much empty space, VVIS can take a while to do all its calculations.
     
  9. poptop89 [G.E.W.P.]

    poptop89 [G.E.W.P.] L1: Registered

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    I plan on it, I still have some space working toward the back to work out, thus why it's a bit spread out. I placed it pre emptively thinking i'd be working faster and it just sort of slipped my mind.