Map Stuck on Fullbright

Discussion in 'Mapping Questions & Discussion' started by Mikroscopic, Mar 23, 2016.

  1. Mikroscopic

    aa Mikroscopic

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    My map all of a sudden insists on rendering fullbright no matter what, despite having a light_environment and plenty of other light entities. I have not been able to find any leaks.

    I tried entering mat_fullbright 0, but it doesn't do anything.

    ** 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\ctf_unintelligence_a1a.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\ctf_unintelligence_a1a.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 140 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_well_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_well_01 to build the default cubemap!
    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) (256103 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 484 texinfos to 333
    Reduced 62 texdatas to 59 (1345 bytes to 1245)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a.bsp
    Wrote ZIP buffer, estimated size 485, actual size 405
    3 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\ctf_unintelligence_a1a"

    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\ctf_unintelligence_a1a.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a.prt
    401 portalclusters
    918 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 8096 visible clusters (6.87%)
    Total clusters visible: 117789
    Average clusters visible: 293
    Building PAS...
    Average clusters audible: 398
    visdatasize:43480 compressed from 44912
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a.bsp
    0 seconds 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a"

    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\ctf_unintelligence_a1a.bsp
    Setting up ray-trace acceleration structure... Done (1.15 seconds)
    2688 faces
    2 degenerate faces
    769606 square feet [110823264.00 square inches]
    57 Displacements
    63780 Square Feet [9184349.00 Square Inches]
    Stack overflow in neighbors


    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_unintelligence_a1a.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_unintelligence_a1a.bsp"
     
  2. Turnip

    aa Turnip The 80s Vegetable

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    are you sure the light_env is enabled?
    Stupid question, but you can disable the thing, so maybe?
     
  3. sooshey

    aa sooshey :3c

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    Might it be because you're running fast vvis?
     
  4. Mikroscopic

    aa Mikroscopic

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    I can't even see how I would disable it. There's no keyvalue to make it start disabled, and I don't have any inputs on it.

    It worked fine before today. I also get the same problem when I compile with normal vvis.
     
  5. Turnip

    aa Turnip The 80s Vegetable

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    Disclaim'd
    Also have you tried deleting the light_env and compiling then putting in another one and re-doing the settings?
     
  6. Mikroscopic

    aa Mikroscopic

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    Actually yes, I have.
     
  7. sooshey

    aa sooshey :3c

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    I don't know a whole lot about issues like this, but if all else fails, you could try that copy-paste-into-a-new-vmf trick.
     
  8. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    you have a leak or game set to full bright?
     
  9. Mikroscopic

    aa Mikroscopic

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    Hammer seems to hate that idea.

    There are no leaks, and I have tried mat_fullbright 0. Still doesn't work.
     
  10. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    • Thanks Thanks x 1
  11. Mikroscopic

    aa Mikroscopic

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    So I cordoned off a section that appears to be the problem:
    [​IMG]

    There are absolutely no light entities in this cordon.

    Apparently the problem seems to be the stair steps? I removed them and vrad runs normally, albeit it still says the "unknown light specifier type" part. I don't know why that would be causing the problem...
     
  12. Lampenpam

    aa Lampenpam

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    maybe the brush was corrupt for some reason. Try redoing that part of the map.
     
    • Agree Agree x 1
  13. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Small fiddly brushes can have strange errors. Try rebuilding the stairs.
     
  14. Empyre

    Empyre L6: Sharp Member

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    Maybe there's something wrong with your lights.rad. That appears to be where the error is.
     
  15. YM

    aa YM LVL100 YM

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    Nope, you've missed the actual error and found an error that doesn't cause any problems.

    @Lampenpam and @LeSwordfish you both also missed the cause somehow??

    @Mikroscopic You've got two degenerate faces inside that cordon box. they're probably triangular brushes somewhere in that staircase. A degenerate face has zero area. They're often caused by vertex manipulating two edges together and then not welding the verts that overlap. Sometimes this is user error, sometimes it's not.

    Delete the brushes that have degenerate faces and recreate them carefully so you don't re-make the degenerate faces and the stack overflow should disappear.

    EDIT:
    I missed the compile log because it was in a spoiler tag, but the degenerate faces error is even in the first post of the thread.

    You all need to get better at reading your compile logs people, this issue took two days to solve but should have taken two minutes!
     
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    Last edited: Mar 24, 2016
  16. KickTile

    KickTile L1: Registered

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    i'm having the same problem
     
  17. Messing Around

    Messing Around L5: Dapper Member

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    You should make a new thread instead, so ppl can dicuss in detail without having to bump an old thread

    But have you check all the errors like suggestions above? Usually it always cause by leaks