My map is not rendering out lights

Discussion in 'Mapping Questions & Discussion' started by Eureka, Aug 3, 2013.

  1. Eureka

    Eureka L1: Registered

    Messages:
    17
    Positive Ratings:
    0
    I've tried everything and it is still not compling correctly.

    After much lurking, I decided to make an account.

    Here's the compile log:
    Code:
    ** Executing...
    ** Command: "D:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.vmf"
    
    Valve Software - vbsp.exe (Jul 24 2013)
    4 threads
    materialPath: D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.vmf
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_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_day01_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...
    done (0) (4205 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 26 texinfos to 11
    Reduced 7 texdatas to 7 (181 bytes to 181)
    Writing C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "D:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1"
    
    Valve Software - vvis.exe (Jul 24 2013)
    4 threads
    reading c:\program files (x86)\steamgames\steamapps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp
    reading c:\program files (x86)\steamgames\steamapps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.prt
      16 portalclusters
      26 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 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 248
    Average clusters visible: 15
    Building PAS...
    Average clusters audible: 16
    visdatasize:196  compressed from 256
    writing c:\program files (x86)\steamgames\steamapps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "D:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1"
    
    Valve Software - vrad.exe SSE (Jul 24 2013)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steamgames\steamapps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    72 faces
    46441 square feet [6687551.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    72 patches before subdivision
    5924 patches after subdivision
    31 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 649083, max 284
    transfer lists:   5.0 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(40783, 18154, 13874)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(8209, 1631, 885)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(1693, 152, 62)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(351, 14, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(73, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(15, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0020 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
    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                   1/1024           48/49152    ( 0.1%) 
    brushes                 12/8192          144/98304    ( 0.1%) 
    brushsides              74/65536         592/524288   ( 0.1%) 
    planes                  60/65536        1200/1310720  ( 0.1%) 
    vertexes               111/65536        1332/786432   ( 0.2%) 
    nodes                   53/65536        1696/2097152  ( 0.1%) 
    texinfos                11/12288         792/884736   ( 0.1%) 
    texdata                  7/2048          224/65536    ( 0.3%) 
    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                   72/65536        4032/3670016  ( 0.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces               16/65536         896/3670016  ( 0.0%) 
    leaves                  55/65536        1760/2097152  ( 0.1%) 
    leaffaces               92/65536         184/131072   ( 0.1%) 
    leafbrushes             38/65536          76/131072   ( 0.1%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges              400/512000       1600/2048000  ( 0.1%) 
    edges                  221/256000        884/1024000  ( 0.1%) 
    LDR worldlights         31/8192         2728/720896   ( 0.4%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips              0/32768           0/327680   ( 0.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices             0/65536           0/131072   ( 0.0%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]      203928/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]         196/16777216 ( 0.0%) 
    entdata               [variable]        7786/393216   ( 2.0%) 
    LDR ambient table       55/65536         220/262144   ( 0.1%) 
    HDR ambient table       55/65536         220/262144   ( 0.1%) 
    LDR leaf ambient       166/65536        4648/1835008  ( 0.3%) 
    HDR leaf ambient        55/65536        1540/1835008  ( 0.1%) 
    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]           1/12       ( 8.3%) 
    pakfile               [variable]      105679/0        ( 0.0%) 
    physics               [variable]        4205/4194304  ( 0.1%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 192
    Writing c:\program files (x86)\steamgames\steamapps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp" "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\maps\dk_eureka_b1.bsp"
    
    Then here's a screenshot.
    [​IMG]

    Thanks for the support :)
     
  2. Idolon

    aa Idolon the worst admin

    Messages:
    1,500
    Positive Ratings:
    4,326
    Have you tried restarting TF2? Sometimes mat_fullbright can get stuck on between map changes.
     
    • Thanks Thanks x 1
  3. Eureka

    Eureka L1: Registered

    Messages:
    17
    Positive Ratings:
    0
    That actually fixed it, I cannot believe it >.>