Map suddenly goes fullbright when playing.

Tumby

aa
May 12, 2013
1,085
1,193
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:
Anytime a compile log is spammed with this, it means that the map is most likely leaking. I however can't see how your map could leak at all. Try using cordon instead of a giant skybox-box. :cordonedit::cordonenable:

By the way, dont use game_text_tf if you can. They are nice entities but they just simply don't show up when playing in minimal-hud mode.
 

Zurby

L2: Junior Member
Jul 18, 2016
76
123
I have been looking into visleaves in my free time today, though I can't say I know how to succesfully apply those "hint" textures, as I made an outside map. And I find it very hard to comprehend how source engine processes these things.

I'm 100% convinced it's a problem with the visleaves though. It literally wont compile anything anymore.. Just runs stuck, even if I use the cordon tool te reduce the compile area to what I know worked before this all happened..

I must be overlooking something. I made a lot of small brushes into func_detail, I made sure my compile log was mostly fixed.. still no luck though..

I keep getting an error about my skybox (sky_trainyard_01) not being able to be loaded to build the default cubemap.. but that shouldnt really fuck my lighting up, that's like, a reflection thing.. right?
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
I'd recommend undoing the "World Detail" visgroup.

by default it's on the right side of the screen (make sure you click the Auto tab!).

d50312e4acdcdd5d6355a131a9925cda.png


that way you can see what is already a func_detail, and you can see if you made a hole in the wall accidently (from the perspective of the compiler)

Mind linking me the VMF? i could take a look at it for you
 

Hotel Detective

L4: Comfortable Member
Dec 10, 2014
187
191
Screenshot_10.png

not sure if im closer to fixing my fullbright issue... or if i just fucked up even more..

Note:game didnt report leak :eek:

that being said, its a spooky picture.. : O
Sweet jesus
Does you map have any lights + lighting settings?
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Oh shit, it works! What did it?
 

Zurby

L2: Junior Member
Jul 18, 2016
76
123
b849f5d38f104757a5263bec1151babd.png


update to issue: So now I managed to get the skybox to only self illuminate and not the rest of the scene... my arms got lit by the spot light behind me.. so I guess I got that working again...

it sure has been quite a day...

compile log (for anyone that still has hope)
** 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/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/landfall/blendrocksawmilgrass_wvt_patch
Patching WVT material: maps/tryhardmap/nature/blendgroundtograss008_wvt_patch
Patching WVT material: maps/tryhardmap/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/tryhardmap/nature/blendgroundtopavement003_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 (1)
Find Visible Detail Sides...
Merged 2520 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
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 (1) (1538522 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 4240 texinfos to 2595
Reduced 102 texdatas to 85 (3112 bytes to 2552)
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp
Wrote ZIP buffer, estimated size 13375, actual size 9945
7 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" "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap"

Valve Software - vvis.exe (Jul 26 2016)
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
377 portalclusters
1011 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 (1)
Optimized: 247 visible clusters (0.53%)
Total clusters visible: 47032
Average clusters visible: 124
Building PAS...
Average clusters audible: 211
visdatasize:38830 compressed from 36192
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp
1 second 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 (15.14 seconds)
8687 faces
48 degenerate faces
1667817 square feet [240165696.00 square inches]
117 Displacements
147982 Square Feet [21309460.00 Square Inches]
8639 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
77653 patches after subdivision
32 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 (27)
transfers 6105297, max 1112
transfer lists: 46.6 megs
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Build Patch/Sample Hash Table(s).....Done<0.0414 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (18)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 31/1024 1488/49152 ( 3.0%)
brushes 1172/8192 14064/98304 (14.3%)
brushsides 13284/65536 106272/524288 (20.3%)
planes 17466/65536 349320/1310720 (26.7%)
vertexes 17486/65536 209832/786432 (26.7%)
nodes 1698/65536 54336/2097152 ( 2.6%)
texinfos 2595/12288 186840/884736 (21.1%)
texdata 85/2048 2720/65536 ( 4.2%)
dispinfos 117/0 20592/0 ( 0.0%)
disp_verts 6037/0 120740/0 ( 0.0%)
disp_tris 9216/0 18432/0 ( 0.0%)
disp_lmsamples 347914/0 347914/0 ( 0.0%)
faces 8687/65536 486472/3670016 (13.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5413/65536 303128/3670016 ( 8.3%)
leaves 1730/65536 55360/2097152 ( 2.6%)
leaffaces 10808/65536 21616/131072 (16.5%)
leafbrushes 2856/65536 5712/131072 ( 4.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 66205/512000 264820/2048000 (12.9%)
edges 41496/256000 165984/1024000 (16.2%)
LDR worldlights 32/8192 2816/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 1313/32768 13130/327680 ( 4.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24597/65536 49194/131072 (37.5%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 74/512 26048/180224 (14.5%)
LDR lightdata [variable] 5972196/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 38830/16777216 ( 0.2%)
entdata [variable] 54431/393216 (13.8%)
LDR ambient table 1730/65536 6920/262144 ( 2.6%)
HDR ambient table 1730/65536 6920/262144 ( 2.6%)
LDR leaf ambient 1009/65536 28252/1835008 ( 1.5%)
HDR leaf ambient 1730/65536 48440/1835008 ( 2.6%)
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] 1/1364580 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/38184 ( 0.0%)
pakfile [variable] 2590493/0 ( 0.0%)
physics [variable] 1538522/4194304 (36.7%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 1

Total triangle count: 26961
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tryhard map\tryhardmap.bsp
1 minute, 51 seconds elapsed

** 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"
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
At a glance nothing stands out except the Power 4 displacement warning- dont use power 4s, 3 should almost always be enough. 4 has buggy physics among other issues
 

Zurby

L2: Junior Member
Jul 18, 2016
76
123
At a glance nothing stands out except the Power 4 displacement warning- dont use power 4s, 3 should almost always be enough. 4 has buggy physics among other issues
Btw, I did what u said and made a solid brush floor under my level and put the tunnel in a tube aswell and sealed it all off nicely.

I mean, It's getting closer to being good, just gonna do the area portel thingies now.. and pray to god I don't kill myself, because damn... this is quite the ride.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Lightning seems to be working somewhat. Are lights placed down working fine? Because your environmental light entity might be angled horizontally. try setting the Pitch in the light_environment to minus 89 or something
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Remember, Pitch Yaw Roll and Pitch are completely different things for some reason
 

Zurby

L2: Junior Member
Jul 18, 2016
76
123
Screenshot_11.png

alright so im gonna disable my area portals first because clearly Im doing it wrong.

Note worthy change: I can now compile my full map again! without it taking 6 hours, so it surely got better optimized, so thanks extracheesypie :D now lemme try that pitch agian.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Yeah just remove them for now, not necessary if its not released yet
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Rip

I dont even know at this point