My Map is in Fullbright ?

Discussion in 'Mapping Questions & Discussion' started by beute^, Aug 22, 2016.

  1. beute^

    beute^ L1: Registered

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    Im making a Frontline! Payload version of ctf_2fort.I added just the Traintracks right now, but when i compile my map it is in Fullbright and the spawn door has a distorted wooden like texture. I dont have any idea how to fix this. I searched around the internet but found nothing. I think it is something with my Compile option, maybe i have chosen a wrong one.
     
  2. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    Do you have light entities in your map? If not, your map will automatically be run in fullbright by TF2.
    Another possibility is that you loaded a map that didn't have lighting in before your map. The fullbright cvar will stay enabled when another map is loaded, even if it has lighting.
     
  3. beute^

    beute^ L1: Registered

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    im using the VMF version of ctf_2fort. So probably there is a light entity because it is of course a premade map by valve.
     
  4. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    Is there a leak in your map? In hammer go to Map -> Load Pointfile and see if there is a red line linking one of your entities to the void. If so, you'll need to seal it up with a solid brush (if you can't see the brush from within the map, use nodraw texture).
     
  5. beute^

    beute^ L1: Registered

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    it seems theres no Leak. i clicked on load point file and brought up a explorer which means there is no point file. As i said im editing a pre-made map from Valve, so i think theres no Leak. I think its something with my Compile options.maybe they are wrong.
     
  6. Nicky

    aa Nicky Lets try something new!

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    Note that when maps get decompiled, some things don't get transferred back to the VMF. There is a possibility that the light entities weren't transferred over when decompiled. At the top of Hammer, click Map > Entity Report. Check "by class" and type in "light_environment". Way a couple seconds, and if an entity comes up then it should be okay, but if not then that's probably the reason you are in full bright.
     
  7. henke37

    aa henke37

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    Lights are retained just fine.
     
    • Agree Agree x 1
  8. beute^

    beute^ L1: Registered

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    nope i have a light_environment in my map. Im 100% sure its something with my Compile options. i probably fucked them up.
     
  9. Another Bad Pun

    Server Staff Another Bad Pun punished nerd

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    Can we see your compile log?
     
  10. beute^

    beute^ L1: Registered

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    ** Executing...
    ** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "D:\Source SDK\payload2fort v2.vmf"

    Valve Software - vbsp.exe (Jun 27 2016)
    8 threads
    materialPath: D:\Games\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading D:\Source SDK\payload2fort v2.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Brush 28206, Side 5: duplicate plane
    Brush 28271, Side 4: duplicate plane
    Brush 28280, Side 4: duplicate plane
    Patching WVT material: maps/payload2fort v2/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/payload2fort v2/nature/blendgroundtograss001_wvt_patch
    Patching WVT material: maps/payload2fort v2/nature/blendgroundtograss003_nodetail_wvt_patch
    Patching WVT material: maps/payload2fort v2/nature/blendgroundtograss003_wvt_patch
    fixing up env_cubemap materials on brush sides...

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-319.5 -840.0 334.0)
    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 28264: Brush 28310:

    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 1422 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing D:\Source SDK\payload2fort v2.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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) (4404427 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 7178 texinfos to 5687
    Reduced 332 texdatas to 300 (12268 bytes to 10899)
    Writing D:\Source SDK\payload2fort v2.bsp
    Wrote ZIP buffer, estimated size 73411, actual size 53499
    13 seconds elapsed
    -0.279400 -2.044524 0.000000
    0.355600 -1.986289 0.000000
    0.355600 -2.044524 0.000000
    -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    -0.279400 -2.044524 0.000000
    0.355600 -1.986289 0.000000
    0.355600 -2.044524 0.000000
    -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "D:\Source SDK\payload2fort v2"

    Valve Software - vvis.exe (Jun 27 2016)
    8 threads
    reading d:\source sdk\payload2fort v2.bsp
    reading d:\source sdk\payload2fort v2.prt
    2842 portalclusters
    7338 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (154)
    Optimized: 6035 visible clusters (0.80%)
    Total clusters visible: 750270
    Average clusters visible: 263
    Building PAS...
    Average clusters audible: 953
    visdatasize:867196 compressed from 2046240
    writing d:\source sdk\payload2fort v2.bsp
    2 minutes, 36 seconds elapsed

    ** Executing...
    ** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "D:\Source SDK\payload2fort v2"

    Valve Software - vrad.exe SSE (Jun 27 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\source sdk\payload2fort v2.bsp
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (6.13 seconds)
    16155 faces
    22 degenerate faces
    1972090 square feet [283980992.00 square inches]
    232 Displacements
    169872 Square Feet [24461706.00 Square Inches]
    16133 patches before subdivision
    246445 patches after subdivision
    sun extent from map=0.008727
    1857 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (70)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
    transfers 23083167, max 637
    transfer lists: 176.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(1066223, 858477, 697737)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(287803, 213296, 161226)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(109637, 77373, 54457)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(46131, 30429, 19535)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(21684, 13336, 7805)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(10510, 5939, 3144)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(5269, 2728, 1305)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(2672, 1260, 544)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(1371, 588, 229)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(707, 275, 97)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(367, 130, 41)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(191, 61, 18)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(100, 29, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(52, 14, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(27, 6, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(14, 3, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(8, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #18 added RGB(4, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #19 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #20 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #21 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0576 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    1305 of 1567 (83% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (60)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 148/1024 7104/49152 (14.5%)
    brushes 5672/8192 68064/98304 (69.2%)
    brushsides 40193/65536 321544/524288 (61.3%)
    planes 16048/65536 320960/1310720 (24.5%)
    vertexes 29259/65536 351108/786432 (44.6%)
    nodes 8026/65536 256832/2097152 (12.2%)
    texinfos 5687/12288 409464/884736 (46.3%)
    texdata 300/2048 9600/65536 (14.6%)
    dispinfos 232/0 40832/0 ( 0.0%)
    disp_verts 13768/0 275360/0 ( 0.0%)
    disp_tris 21248/0 42496/0 ( 0.0%)
    disp_lmsamples 522979/0 522979/0 ( 0.0%)
    faces 16155/65536 904680/3670016 (24.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 11266/65536 630896/3670016 (17.2%)
    leaves 8175/65536 261600/2097152 (12.5%)
    leaffaces 20988/65536 41976/131072 (32.0%)
    leafbrushes 14539/65536 29078/131072 (22.2%)
    areas 20/256 160/2048 ( 7.8%)
    surfedges 123735/512000 494940/2048000 (24.2%)
    edges 78003/256000 312012/1024000 (30.5%)
    LDR worldlights 1857/8192 163416/720896 (22.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 3/32768 36/393216 ( 0.0%)
    waterstrips 1791/32768 17910/327680 ( 5.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 33354/65536 66708/131072 (50.9%)
    cubemapsamples 87/1024 1392/16384 ( 8.5%)
    overlays 237/512 83424/180224 (46.3%)
    LDR lightdata [variable] 9618216/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 867196/16777216 ( 5.2%)
    entdata [variable] 316531/393216 (80.5%) VERY FULL!
    LDR ambient table 8175/65536 32700/262144 (12.5%)
    HDR ambient table 8175/65536 32700/262144 (12.5%)
    LDR leaf ambient 34435/65536 964180/1835008 (52.5%)
    HDR leaf ambient 8175/65536 228900/1835008 (12.5%)
    occluders 13/0 520/0 ( 0.0%)
    occluder polygons 3/0 36/0 ( 0.0%)
    occluder vert ind 12/0 48/0 ( 0.0%)
    detail props [variable] 1/85796 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/215962 ( 0.0%)
    pakfile [variable] 53499/0 ( 0.0%)
    physics [variable] 4404427/4194304 (105.0%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 46508
    Writing d:\source sdk\payload2fort v2.bsp
    2 minutes, 45 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Source SDK\payload2fort v2.bsp" "D:\Games\Steam\steamapps\common\Team Fortress 2\tf\maps\payload2fort v2.bsp"


    ** Executing...
    ** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" +map "payload2fort v2" -steam
     
  11. Muddy

    Server Staff Muddy Muddy

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    Code:
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-319.5 -840.0 334.0)
    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 28264: Brush 28310:
    That's probably the issue. Normally this is caused by a leak, but it doesn't say there's a leak so your next best hope is to remake the brush(es) mentioned here.
     
  12. beute^

    beute^ L1: Registered

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    the ones with the coordinates ?
     
  13. Muddy

    Server Staff Muddy Muddy

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    yep
     
  14. beute^

    beute^ L1: Registered

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    the coordinates are at BLU spawn where the snipers mostly are camping. I have no idea what i should do.uggghhh mapping is so hard.
     
  15. Muddy

    Server Staff Muddy Muddy

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    It's not that hard. Just remake the brushes in that area and recompile.
     
  16. beute^

    beute^ L1: Registered

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    with brushes you mean blocks and that stuff ? by the way, there are these Hint blocks everywhere.can i delete them ?
     
  17. Another Bad Pun

    Server Staff Another Bad Pun punished nerd

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    Decompiled maps occasionally have broken brushes that can break the map and it looks like that was your problem.
    Just delete the offending brushes (brushes are the term for hammer's blocks) and remake them.
    If you want to hide the hints and clips for a short time then go down to the right of the screen where you see "visgroups." Uncheck the hint boxes and all of the hints should disappear. Visgroups are extremely useful and can remove far more than just hints (which you can probably see) and you can even create your own.
    IMPORTANT
    You need to un-hide all of your visgroups before you compile or they will not be compiled with the map. So if you hide those hints and then compile without checking that box again they won't be present in the final compile.
     
  18. beute^

    beute^ L1: Registered

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    is there a way how i can see the broken brushes or is there any signature to broken brushes ?
     
  19. Crowbar

    aa Crowbar perfektoberfest

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    Alt-P to show map errors which contains report about invalid brushes? Once you click the invalid brush report, it selects the bad brush automatically so you can see which one is it.
     
  20. beute^

    beute^ L1: Registered

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    thank you Crowbar i will try it later (im playing TF2 right now)