No Light Bounce / No Light Error : Updated

Discussion in 'Mapping Questions & Discussion' started by RaVDice | trade.tf, Nov 9, 2018.

  1. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

    Messages:
    45
    Positive Ratings:
    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:
    [​IMG]

    [​IMG]
     
    Last edited: Nov 9, 2018
  2. Fat Virgin

    Fat Virgin L1: Registered

    Messages:
    11
    Positive Ratings:
    2
    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.
     
  3. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

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    Positive Ratings:
    1
  4. henke37

    aa henke37

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    2,059
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    501
    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.
     
  5. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

    Messages:
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    Positive Ratings:
    1
    I'll do that but what about the other dark shadows?
     
  6. DrSquishy

    aa DrSquishy ???

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    Positive Ratings:
    802
    Looks like you just have no light entities in the map aside from the light_environment. Add some light_spots and lights
     
  7. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

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    Positive Ratings:
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    i've had lights in the map but what are light_spots?
     
  8. DrSquishy

    aa DrSquishy ???

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  9. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

    Messages:
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    Positive Ratings:
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    I'll try putting lights outside of the buildings to see if that'll fix the shadow problem
     
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