Map suddenly goes fullbright when playing.

Discussion in 'Mapping Questions & Discussion' started by Zurby, Aug 11, 2016.

  1. Zurby

    Zurby L2: Junior Member

    Messages:
    76
    Positive Ratings:
    109
    Hello

    So I'm currently making my first map, I have little experience and don't know what can cause my map going fullbright (if that's the right term) basically, it thinks my scene has no lighting, so everything is evenly lit..

    But when I previously tried my map, everything worked fine. inbetween my compiles and tests I did switch gamemode of the map, I made my skybox bigger and further expanded my map.

    Screenshot_4.png

    As seen on the picture, those are all the entities my map has some basic lighting, fog and shadow (plus lightings from the aaa_lightinglibrary). I never touched that so I don't know if that's the issue?
    My skybox is atm also just a big box around my map, because the shape of my mountains are not there yet.


    Any ideas what can cause a map to go fullbright? Or do you see anything out of the ordinary on my screenshot?

    Thanks in advance.
     
  2. Idolon

    aa Idolon the worst admin

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    Are you reloading the game between compiles? If you load a map that has fullbright, any maps loaded after that (or the same map reloaded) will also be fullbright, even if they should have lighting. You can fix this by restarting the game or using mat_fullbright 0 in the console (which disables fullbright, assuming the loaded map has lighting).

    If that's not the issue, post your compile log.
     
  3. Zurby

    Zurby L2: Junior Member

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    @Idolon I tried restarting hammer aswell as using the "mat_fullbright 0",sadly enough no change.

    here's the compile log

    ** 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\tryhard map\tryhardmap"

    Valve Software - vbsp.exe (Jul 26 2016)
    8 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\tryhard map\tryhardmap.vmf
    Error! Variable "%keywords" is multiply defined in material "nature/battlefieldgrass001"!
    Brush 107086, Side 6: duplicate plane
    Brush 113448, Side 6: duplicate plane
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/tryhardmap/nature/blendgroundtopavement003_wvt_patch
    Patching WVT material: maps/tryhardmap/concrete/blendwetpavement001_wvt_patch
    Patching WVT material: maps/tryhardmap/nature/blendgroundtobattlefieldgrass001_wvt_patch
    Patching WVT material: maps/tryhardmap/nature/blendrockgroundwallforest003_wvt_patch
    Patching WVT material: maps/tryhardmap/nature/blendrockgroundwallforest002_wvt_patch
    Patching WVT material: maps/tryhardmap/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/tryhardmap/landfall/blendrocksawmilgrass_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1376.1 -2810.9 199.4)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 68894:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-748.2 -1650.4 66.4)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 78753:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-757.8 -1652.0 66.7)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 78753:

    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1376.1 -2810.3 199.4)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 68894:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1380.2 -2573.9 197.4)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 68840:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1380.2 -2573.9 289.7)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 68840:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1380.2 -2573.9 222.4)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 68840:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-748.2 -1650.4 66.4)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 78753:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1096 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_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_hydro_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) (3023679 bytes)
    Error! To use model "models/player/gibs/gibs_duck.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/gibs/gibs_duck.mdl"!
    Error! prop_static using model "models/props_gameplay/orange_cone001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_gameplay/orange_cone001.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    ...9...Error! To use model "models/weapons/c_models/c_toolbox/c_toolbox.mdl"
    with detail_prop, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/c_models/c_toolbox/c_toolbox.mdl"!
    10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 8366 texinfos to 6142
    Reduced 92 texdatas to 80 (2355 bytes to 1964)
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp
    Wrote ZIP buffer, estimated size 216803, actual size 215115
    14 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -fast -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\tryhard map\tryhardmap"

    Valve Software - vvis.exe (Jul 26 2016)
    fastvis = true
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.prt
    5606 portalclusters
    19326 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (15)
    Optimized: 1307308 visible clusters (4.72%)
    Total clusters visible: 27722485
    Average clusters visible: 4945
    Building PAS...
    Average clusters audible: 5603
    visdatasize:7711182 compressed from 7893248
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp
    21 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -final -textureshadows -staticproppolys -staticproplighting -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\tryhard map\tryhardmap"

    Valve Software - vrad.exe SSE (Jul 26 2016)

    Valve Radiosity Simulator
    8 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\tryhard map\tryhardmap.bsp
    Loaded alpha texture materials\models\props_foliage\pine_tree_large.vtf
    Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
    Setting up ray-trace acceleration structure... Done (18.00 seconds)
    27783 faces
    numplanes + fakeplanes >= MAX_MAP_PLANES

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\tryhardmap.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "tryhardmap"
     
  4. Zurby

    Zurby L2: Junior Member

    Messages:
    76
    Positive Ratings:
    109
    it seems to have quite some issues in it... now that i look at it. woops..
     
  5. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

    Messages:
    484
    Positive Ratings:
    127
    Www.interlopers.net/errors/

    this link is a lifesaver, paste your log in and it will give your problems with some possible solutions
     
    • Thanks Thanks x 1
  6. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

    Messages:
    484
    Positive Ratings:
    127
    Also make sure you do "Check for Errors" before compilation, it can help. Iirc its under the "Map" tab near the top.
     
  7. Zurby

    Zurby L2: Junior Member

    Messages:
    76
    Positive Ratings:
    109
    @ExtraCheesyPie I'll try that. Also, I used that site you linked, it gives me some errors, I resolved a few, but like none of them point directly to lighting.. I don't even really know what to look for as I don't know what can cause this issue.

    I'll bookmark that site though! Very useful!
     
  8. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

    Messages:
    484
    Positive Ratings:
    127
    Hammer is a finicky program, any manner of random things could cause it. I'm on mobile so I cant do much, sorry :/

    note if you're using the check errors function that you don't need a playerstart entity (hl2 holdover) and you're gonna get a fucktonne of angles on overlays. Ignore those, theyre harmless.
     
  9. Zurby

    Zurby L2: Junior Member

    Messages:
    76
    Positive Ratings:
    109
    I'm gonna have to bump up this thread as the issue is not yet resolved.

    I worked through my compile log to fix the issues and I have 2 left

    "material nature/blendgroundtobattlefieldgrass001 uses unknown detail object type tf_battlefield_grass!"

    "Description:
    One of your textures is scripted to emit detail props (the grass thingies that appear on displacements), but the detail props specified are not defined in the mod's data files."

    how do I make it work?

    I don't think this grass is gonna be the thing that broke my light so I really don't know what to do next..
     
  10. Zurby

    Zurby L2: Junior Member

    Messages:
    76
    Positive Ratings:
    109
    I don't recal this being marked in red... it's just lighting from the aaa_LightingLibrary :/

    what's going on ;-;
    Screenshot_2.png
     
  11. henke37

    aa henke37

    Messages:
    1,876
    Positive Ratings:
    440
    Brush 107086, Side 6: duplicate plane
    Brush 113448, Side 6: duplicate plane

    There's your problem. Those brushes have bad geometry, specifically, they have coplanar faces. Either merge the planes using vertex editing or just remake them.
     
  12. Zurby

    Zurby L2: Junior Member

    Messages:
    76
    Positive Ratings:
    109

    I replaced those brushes but my game still runs in fullbright. I've also been going through the issues that interlopers.net shows. But no results.

    here's my latest compile log

    ** 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\tryhard map\tryhardmap"

    Valve Software - vbsp.exe (Jul 26 2016)
    8 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\tryhard map\tryhardmap.vmf
    Error! Variable "%keywords" is multiply defined in material "nature/battlefieldgrass001"!
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/tryhardmap/nature/blendgroundtopavement003_wvt_patch
    Patching WVT material: maps/tryhardmap/concrete/blendwetpavement001_wvt_patch
    Patching WVT material: maps/tryhardmap/nature/blendgroundtobattlefieldgrass001_wvt_patch
    Patching WVT material: maps/tryhardmap/nature/blendrockgroundwallforest003_wvt_patch
    Patching WVT material: maps/tryhardmap/nature/blendrockgroundwallforest002_wvt_patch
    Patching WVT material: maps/tryhardmap/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/tryhardmap/landfall/blendrocksawmilgrass_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-744.3 -1891.3 66.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 78753:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-748.2 -1651.4 66.3)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 78753:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-748.1 -1656.2 69.2)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 78753:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-757.8 -1650.9 66.4)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 78753:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-754.0 -1891.4 66.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 78753:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-754.1 -1886.1 69.2)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 78753:

    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1380.2 -2573.9 197.4)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 68840:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1380.2 -2573.9 289.7)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 68840:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1122 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (0) (3025209 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    Material NATURE/BLENDGROUNDTOBATTLEFIELDGRASS001 uses unknown detail object type tf_battlefield_grass!
    ...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 8300 texinfos to 6099
    Reduced 95 texdatas to 83 (2455 bytes to 2064)
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp
    Wrote ZIP buffer, estimated size 5065, actual size 3913
    14 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -fast -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\tryhard map\tryhardmap"

    Valve Software - vvis.exe (Jul 26 2016)
    fastvis = true
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.prt
    5544 portalclusters
    19269 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (15)
    Optimized: 1286155 visible clusters (4.77%)
    Total clusters visible: 26948571
    Average clusters visible: 4860
    Building PAS...
    Average clusters audible: 5541
    visdatasize:7533158 compressed from 7717248
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp
    21 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -final -textureshadows -staticproppolys -staticproplighting -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\tryhard map\tryhardmap"

    Valve Software - vrad.exe SSE (Jul 26 2016)

    Valve Radiosity Simulator
    8 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\tryhard map\tryhardmap.bsp
    Loaded alpha texture materials\models\props_foliage\pine_tree_large.vtf
    Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
    Setting up ray-trace acceleration structure... Done (18.69 seconds)
    27145 faces
    numplanes + fakeplanes >= MAX_MAP_PLANES

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\tryhardmap.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "tryhardmap"
     
  13. Another Bad Pun

    Server Staff Another Bad Pun learning to fly

    Messages:
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    1,177
    I think something in your compile settings is preventing VRAD from running correctly.

    This is probably where you goofed.
    In advanced compile settings you can set -lights light.rad, which tells VRAD to compile with the settings of the .rad file in mind. It looks like you either forgot the - infront of -lights or you put a space before it.

    lights lights.rad = wrong
    - lights lights.rad = wrong
    -lights lights.rad = correct

    hope this helps
    (btw you can call a .rad file whatever you want as long as you specify it correctly in the compile settings)
     
  14. Zurby

    Zurby L2: Junior Member

    Messages:
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    109
    Screenshot_5.png
    @Another Bad Pun

    Sorry, someone helped me set up the advanced compile so I really have no clue where to put or check the -lights lights.rad :/

    if it's supposed to be in the highlighted area, uhm, it wasnt there. all that's in there is
    "-final -textureshadows -staticproppolys -staticproplighting -game $gamedir $path\$file"
     
  15. Another Bad Pun

    Server Staff Another Bad Pun learning to fly

    Messages:
    578
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    1,177
    Try compiling using the simpler compile and see what happens.

    That does look different from a typical fast compile but looking at that I can't really see much wrong from a glance?
     
  16. Zurby

    Zurby L2: Junior Member

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    Yeaaaaaah, well, ehhh, I tried that last night (using normal compile) and well, I went to bed and after 5 hours it still had not compiled.. so ehh, I think I kinda broke that? ._. maybe... ?
     
  17. Idolon

    aa Idolon the worst admin

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    I don't think lights.rad is the issue. Note the last line that occurs in the VRAD part of the compile:

    numplanes + fakeplanes >= MAX_MAP_PLANES

    The compile just ends here - no light bouncing or anything. I'm guessing this might be caused by the FindPortalSide errors or fast vvis, so I'd try fixing those two first and seeing if it brings VRAD back from the dead.
     
  18. Zurby

    Zurby L2: Junior Member

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    76
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    109
    Alright, I'm trying to run it with vvis not on fast, it's taking quite some time and my cpu is nicely on 99% .-. let's hope it doesnt crash..
     
  19. Idolon

    aa Idolon the worst admin

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    I'm guessing that you've got some complex geometry going on that isn't func_detailed, as that's usually what causes FindPortalSide errors when there isn't a leak, and it would also cause super long VVIS times. I would suggest using visgroups to turn of everything that isn't world geometry and looking for anything that isn't simple geometry, because that's most likely your culprit.

    It might also be useful to look into using CompilePal or VBCT if you aren't already using them, as their compile windows don't freeze after a short amount of time like Hammer's does, which will be helpful if you're dealing with super long compile times (and they also wont slow the rest of your computer to a snail's pace).
     
  20. Zurby

    Zurby L2: Junior Member

    Messages:
    76
    Positive Ratings:
    109
    ah, it might be that. In all honesty, I have yet to func_detail anything. heh/

    I'll download compilepal too and start switching stuff to func_details.