No Light Bounce / No Light Error : Updated

RaVDice | trade.tf

L1: Registered
Mar 2, 2017
45
1
It's me again with another error! There's a problem in my map where there's no Light Bounce when the map runs normally / first decompile the map has no light bounce as seen below, but when i try to run the map again all the lights disappear and the only way i know how to fix that problem is to copy and paste the map in a new vmf file. I'll be giving you a download of the map and the decomp log so hopefully we can find something thats causing the problem.

Notes:
-There's no pointfile,
-All lights are outside of props and brushes

Decomp 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\koth_sandpit_a5.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
6 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\koth_sandpit_a5.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_sandpit_a5/nature/blendgroundtograss009_wvt_patch
Patching WVT material: maps/koth_sandpit_a5/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_sandpit_a5/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/koth_sandpit_a5/nature/blendgroundtograss007_reducedetail_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 30 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a5.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...
done (0) (627631 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1899 texinfos to 736
Reduced 37 texdatas to 31 (973 bytes to 811)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a5.bsp
Wrote ZIP buffer, estimated size 2292, actual size 1810
41 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\koth_sandpit_a5"

Valve Software - vvis.exe (Aug 2 2018)
6 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a5.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a5.prt
3045 portalclusters
9349 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2956)
Optimized: 27132 visible clusters (1.37%)
Total clusters visible: 1977949
Average clusters visible: 649
Building PAS...
Average clusters audible: 2465
visdatasize:1774227 compressed from 2338560
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a5.bsp
49 minutes, 20 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -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\koth_sandpit_a5"

Valve Software - vrad.exe SSE (Jul 18 2018)

Valve Radiosity Simulator
6 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\koth_sandpit_a5.bsp
Setting up ray-trace acceleration structure... Done (0.90 seconds)
9558 faces
3 degenerate faces
1021448 square feet [147088624.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9555 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
90275 patches after subdivision
sun extent from map=0.008727
36 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (27)
transfers 12039557, max 1827
transfer lists: 91.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(270238, 173508, 140555)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(29487, 15254, 13596)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3842, 1563, 1560)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(522, 172, 191)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(76, 19, 24)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(11, 2, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0343 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (18)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 1778/8192 21336/98304 (21.7%)
brushsides 13103/65536 104824/524288 (20.0%)
planes 7138/65536 142760/1310720 (10.9%)
vertexes 15563/65536 186756/786432 (23.7%)
nodes 6129/65536 196128/2097152 ( 9.4%)
texinfos 736/12288 52992/884736 ( 6.0%)
texdata 31/2048 992/65536 ( 1.5%)
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 9558/65536 535248/3670016 (14.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4238/65536 237328/3670016 ( 6.5%)
leaves 6154/65536 196928/2097152 ( 9.4%)
leaffaces 11284/65536 22568/131072 (17.2%)
leafbrushes 6540/65536 13080/131072 (10.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 63449/512000 253796/2048000 (12.4%)
edges 35929/256000 143716/1024000 (14.0%)
LDR worldlights 36/8192 3168/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 894/32768 8940/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14220/65536 28440/131072 (21.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 18/512 6336/180224 ( 3.5%)
LDR lightdata [variable] 3693040/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1774227/16777216 (10.6%)
entdata [variable] 37821/393216 ( 9.6%)
LDR ambient table 6154/65536 24616/262144 ( 9.4%)
HDR ambient table 6154/65536 24616/262144 ( 9.4%)
LDR leaf ambient 24216/65536 678048/1835008 (37.0%)
HDR leaf ambient 6154/65536 172312/1835008 ( 9.4%)
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] 1/8948 ( 0.0%)
pakfile [variable] 1810/0 ( 0.0%)
physics [variable] 627631/4194304 (15.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 27428
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a5.bsp
1 minute, 23 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)

Valve Radiosity Simulator
6 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\koth_sandpit_a5.bsp
Setting up ray-trace acceleration structure... Done (0.96 seconds)
9558 faces
3 degenerate faces
1021448 square feet [147088624.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9555 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
90275 patches after subdivision
sun extent from map=0.008727
36 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (28)
transfers 12039557, max 1827
transfer lists: 91.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(586928, 293180, 140229)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(62621, 25180, 13936)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(8119, 2584, 1612)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1085, 287, 197)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(156, 33, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(23, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 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<0.0402 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
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 (16)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 1778/8192 21336/98304 (21.7%)
brushsides 13103/65536 104824/524288 (20.0%)
planes 7138/65536 142760/1310720 (10.9%)
vertexes 15563/65536 186756/786432 (23.7%)
nodes 6129/65536 196128/2097152 ( 9.4%)
texinfos 736/12288 52992/884736 ( 6.0%)
texdata 31/2048 992/65536 ( 1.5%)
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 9558/65536 535248/3670016 (14.6%)
hdr faces 9558/65536 535248/3670016 (14.6%)
origfaces 4238/65536 237328/3670016 ( 6.5%)
leaves 6154/65536 196928/2097152 ( 9.4%)
leaffaces 11284/65536 22568/131072 (17.2%)
leafbrushes 6540/65536 13080/131072 (10.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 63449/512000 253796/2048000 (12.4%)
edges 35929/256000 143716/1024000 (14.0%)
LDR worldlights 36/8192 3168/720896 ( 0.4%)
HDR worldlights 36/8192 3168/720896 ( 0.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 894/32768 8940/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14220/65536 28440/131072 (21.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 18/512 6336/180224 ( 3.5%)
LDR lightdata [variable] 3693040/0 ( 0.0%)
HDR lightdata [variable] 3693040/0 ( 0.0%)
visdata [variable] 1774227/16777216 (10.6%)
entdata [variable] 37821/393216 ( 9.6%)
LDR ambient table 6154/65536 24616/262144 ( 9.4%)
HDR ambient table 6154/65536 24616/262144 ( 9.4%)
LDR leaf ambient 24216/65536 678048/1835008 (37.0%)
HDR leaf ambient 22666/65536 634648/1835008 (34.6%)
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] 1/12 ( 8.3%)
static props [variable] 1/8948 ( 0.0%)
pakfile [variable] 1810/0 ( 0.0%)
physics [variable] 627631/4194304 (15.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 27428
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a5.bsp
1 minute, 28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_sandpit_a5.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sandpit_a5.bsp"

Map Download:

https://tf2maps.net/downloads/sandpit.3916/update?update=16855


Images:
n4Ahlqk.jpg


i9aB8Cb.jpg
 
Last edited:

Smrekish .'/

L1: Registered
Aug 28, 2018
12
3
On the second picture, that's just the fences's shadow, double click on the prop and find "disable shadows" and set it to yes. That should fix it.
 

henke37

aa
Sep 23, 2011
2,075
515
Or just turn on material based shadows. Vrad knows how to cast light thru transparent materials. It just needs to be told to do it.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,329
989
I'll do that but what about the other dark shadows?
Looks like you just have no light entities in the map aside from the light_environment. Add some light_spots and lights
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,329
989