Map Stuck on Fullbright

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Fewer

L1: Registered
Jan 14, 2018
33
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']

Despite having both a light_environment and light entities in my map, the map will load with fullbright. It was working for a while and stopped at some point without me noticing. I have narrowed it down to the above text being the issue, which comes up when compiling. It occurs with any .vmf I try loading up in TF2 that I have previously compiled using Hammer. Does anyone know how to fix this error?

There are no leaks.
 
Last edited:

Idolon

a survivor with too much paint
aa
Feb 7, 2008
2,042
For some reason, mat_fullbright stays on between map loads, which may be causing your issue. Set mat_fullbright to 0 in console (requires cheats) or restart the game and it should go away.
 

Fewer

L1: Registered
Jan 14, 2018
33
For some reason, mat_fullbright stays on between map loads, which may be causing your issue. Set mat_fullbright to 0 in console (requires cheats) or restart the game and it should go away.

Thanks for the suggestion, I tried it but I'm afraid it didn't work. I've flicked mat_fullbright on and off, restarted my game between toggles, restarted my computer and restarted hammer. The issue only occurs when loading maps that I've compiled in hammer, I've tried loading both custom maps downloaded from gamebanana and some official in-game maps like probed and badlands through the console, and the fullbright disappears on these maps. It returns when loading a hammer-compiled map.
 

VEssex

L2: Junior Member
May 19, 2016
76
Thanks for the suggestion, I tried it but I'm afraid it didn't work. I've flicked mat_fullbright on and off, restarted my game between toggles, restarted my computer and restarted hammer. The issue only occurs when loading maps that I've compiled in hammer, I've tried loading both custom maps downloaded from gamebanana and some official in-game maps like probed and badlands through the console, and the fullbright disappears on these maps. It returns when loading a hammer-compiled map.
You probably went over an error in the compile log's entirety then, post it here or try checking it via http://www.interlopers.net/errors/
 

Fewer

L1: Registered
Jan 14, 2018
33
You probably went over an error in the compile log's entirety then, post it here or try checking it via http://www.interlopers.net/errors/

Here is my compile:

** 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_drainage_a1.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
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_drainage_a1.vmf
Patching WVT material: maps/koth_drainage_a1/nature/blendgroundtograss008_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...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\koth_drainage_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_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) (36513 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 104 texinfos to 71
Reduced 10 texdatas to 9 (290 bytes to 261)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_drainage_a1.bsp
Wrote ZIP buffer, estimated size 644, actual size 564
1 second 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_drainage_a1"

Valve Software - vvis.exe (Oct 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_drainage_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_drainage_a1.prt
185 portalclusters
615 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 (2)
Optimized: 28 visible clusters (0.12%)
Total clusters visible: 23998
Average clusters visible: 129
Building PAS...
Average clusters audible: 185
visdatasize:10472 compressed from 8880
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_drainage_a1.bsp
2 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\koth_drainage_a1"

Valve Software - vrad.exe SSE (Oct 14 2017)

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_drainage_a1.bsp
Setting up ray-trace acceleration structure... Done (0.08 seconds)
533 faces
208568 square feet [30033910.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
533 patches before subdivision
5781 patches after subdivision
sun extent from map=0.258819
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 276032, max 281
transfer lists: 2.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7306, 5549, 4078)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(458, 238, 139)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(27, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0014 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 87/8192 1044/98304 ( 1.1%)
brushsides 677/65536 5416/524288 ( 1.0%)
planes 604/65536 12080/1310720 ( 0.9%)
vertexes 903/65536 10836/786432 ( 1.4%)
nodes 376/65536 12032/2097152 ( 0.6%)
texinfos 71/12288 5112/884736 ( 0.6%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 533/65536 29848/3670016 ( 0.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 262/65536 14672/3670016 ( 0.4%)
leaves 384/65536 12288/2097152 ( 0.6%)
leaffaces 634/65536 1268/131072 ( 1.0%)
leafbrushes 261/65536 522/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3620/512000 14480/2048000 ( 0.7%)
edges 1982/256000 7928/1024000 ( 0.8%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 31/32768 310/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 501/65536 1002/131072 ( 0.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 443088/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10472/16777216 ( 0.1%)
entdata [variable] 10491/393216 ( 2.7%)
LDR ambient table 384/65536 1536/262144 ( 0.6%)
HDR ambient table 384/65536 1536/262144 ( 0.6%)
LDR leaf ambient 1929/65536 54012/1835008 ( 2.9%)
HDR leaf ambient 384/65536 10752/1835008 ( 0.6%)
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] 1/2554 ( 0.0%)
pakfile [variable] 564/0 ( 0.0%)
physics [variable] 36513/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1452
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_drainage_a1.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_drainage_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_drainage_a1.bsp"

This is what the error finder has to say:

can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
Description:
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.

However I find this unlikely as 1) when I load the map the skybox is there and 2) I'm using the default sawmill skybox settings.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
This is what the error finder has to say:

can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
Description:
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.

However I find this unlikely as 1) when I load the map the skybox is there and 2) I'm using the default sawmill skybox settings.
This error can be ignored, it's a bug with TF2 that will appear no matter what. It's just telling you that VBSP can't build the default cubemaps (it usually uses the skybox for this), but if you build cubemaps manually this isn't a problem.

Are you compiling with HDR while your game is set to LDR?
 

Fewer

L1: Registered
Jan 14, 2018
33
This error can be ignored, it's a bug with TF2 that will appear no matter what. It's just telling you that VBSP can't build the default cubemaps (it usually uses the skybox for this), but if you build cubemaps manually this isn't a problem.

Are you compiling with HDR while your game is set to LDR?

Well, I'm not entirely sure what LDR is, but I haven't been compiling with HDR just yet, so I doubt that's it
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
Well, I'm not entirely sure what LDR is, but I haven't been compiling with HDR just yet, so I doubt that's it
HDR is high dynamic range, a rendering technique that allows for a higher range of brightness to be rendered for a better-looking scene. LDR is low dynamic range, or basically just normal lighting. If you compile a map with HDR lighting and not LDR, users who have HDR disabled will see your map as fullbright.