My map suddenly turned black

Bunbun

aa
May 18, 2014
401
782
I have no idea how this happened, it was looking fine until I fixed a few leaks.
g2Xs2aN.jpg
 
Mar 23, 2013
1,013
347
Some people got lighting errors when the coordinates 0 0 0 aren't inside the map. So if Lain's comment didn't bring any solution, try moving the map so 0 0 0 is inside the map.
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
Some people got lighting errors when the coordinates 0 0 0 aren't inside the map. So if Lain's comment didn't bring any solution, try moving the map so 0 0 0 is inside the map.
From what I understand, having 0 0 0 inside geometry also gives errors :/
 
Mar 23, 2013
1,013
347
Maybe there is some huge brush in the 3d skybox that casts a shadow over the map? I recall that this was once the issue here
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
Maybe there is some huge brush in the 3d skybox that casts a shadow over the map? I recall that this was once the issue here
I think the problem I had was that the skycam was within the map/under a displacement, although it's definitely a possibility
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
There's a chance that while your map looked alright while leaked, now that it's plugged the lighting is totally off. Or it could be some other source bug, I can't really tell from the screenshot.
 

Egan

aa
Feb 14, 2010
1,375
1,721
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(217865, 167655, 108509)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(49519, 31977, 19346)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(11696, 6486, 3706)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(2853, 1364, 733)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(717, 296, 150)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(185, 66, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(49, 15, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(14, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)

With the corrupt brush error all the light colors in the VRAD compile turned to (1, 1, 1) so at this point I don't suspect that is this problem (which is good). Can you upload your .vmf file somewhere?
 
Mar 23, 2013
1,013
347
May I ask how you got this Veteran badge? (I really don't know how you get one) Looking at your compile log I expected two greenhorn mistakes:

-You used power 4 displacements
-You turned all faces of a brush into a displacement
And I was right

2d44fedd50.jpg
the horror

First: Don't use power 4 displcements. The compilelog even tells you that!
Second: All faces which serve no purpose shouldn't be displacements. Select all useless displacements>shift+A>displacements>destroy
Now all the pointless displacements are gone
 
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iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
First: Don't use power 4 displcements. The compilelog een tells you that!

As long as they're not super high-density there's nothing really wrong with using power 4 displacements, but for TF2 mapping you should typically stick to a power of 2 or 3.
 
Mar 23, 2013
1,013
347
I took a look at your 3d skybox and those displacements are done correctly. But I think here is what causes your lighting issue.

Your 3d skybox:

2b0c54dd0c.jpg


What might fix it:

f924b3cb4e.jpg


Like I mentioned before: the brushes and props in the 3d skybox can cast shadows over your actual map. Since your 3d skybox "illusion" isn't only around your map but rather..."through" your map, the displacements in the middle is pretty much right above your actual map or somewhere at ground level. I hope this explaination makes sense but I can't think of something better this late... anyway, this displacement in the middle entually casts a shadow on your entire map.

I recommend you to compile your map without 3d skybox. If the shadow is gone, we know what causes it. And if this test turns out to be posetive, rebuild your 3d skybox.
 
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