Point_spotlight effect not working...?

Discussion in 'Mapping Questions & Discussion' started by Fr0Z3nR, Dec 22, 2010.

  1. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,391
    Positive Ratings:
    4,902
    Alright, I ran this through interlopers, nothing stood out. I'm trying to figure out why my point_spotlight isn't creating the spotlight cone of light effect... I tried taking one from the swamp pack, no luck, nothing is leaking, and so I'm trying to figure out what is causing this....

    Here is the code


    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\nightsfrost\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\nightsfrost\team fortress 2\tf" "C:\Users\Joe\TF2 CUSTOM Maps\Arena_Rundown\Arena_rundown_b2.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    2 threads
    materialPath: c:\program files\steam\steamapps\nightsfrost\team fortress 2\tf\materials
    Loading C:\Users\Joe\TF2 CUSTOM Maps\Arena_Rundown\Arena_rundown_b2.vmf
    Patching WVT material: maps/arena_rundown_b2/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/arena_rundown_b2/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/arena_rundown_b2/nature/blendrockgroundwall003_wvt_patch
    Patching WVT material: maps/arena_rundown_b2/nature/blendgroundtograss008_wvt_patch
    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)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (0)
    writing C:\Users\Joe\TF2 CUSTOM Maps\Arena_Rundown\Arena_rundown_b2.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_hurricane_02 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_hurricane_02 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_hurricane_02 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_hurricane_02 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (86597 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    .Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    10
    Compacting texture/material tables...
    Reduced 347 texinfos to 156
    Reduced 45 texdatas to 36 (1387 bytes to 1119)
    Writing C:\Users\Joe\TF2 CUSTOM Maps\Arena_Rundown\Arena_rundown_b2.bsp
    3 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\nightsfrost\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\nightsfrost\team fortress 2\tf" "C:\Users\Joe\TF2 CUSTOM Maps\Arena_Rundown\Arena_rundown_b2"
    
    Valve Software - vvis.exe (Jul  7 2010)
    2 threads
    reading c:\users\joe\tf2 custom maps\arena_rundown\Arena_rundown_b2.bsp
    reading c:\users\joe\tf2 custom maps\arena_rundown\Arena_rundown_b2.prt
     333 portalclusters
     771 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 (9)
    Optimized: 654 visible clusters (0.00%)
    Total clusters visible: 61671
    Average clusters visible: 185
    Building PAS...
    Average clusters audible: 332
    visdatasize:30336  compressed from 31968
    writing c:\users\joe\tf2 custom maps\arena_rundown\Arena_rundown_b2.bsp
    9 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\nightsfrost\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\nightsfrost\team fortress 2\tf" "C:\Users\Joe\TF2 CUSTOM Maps\Arena_Rundown\Arena_rundown_b2"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\users\joe\tf2 custom maps\arena_rundown\Arena_rundown_b2.bsp
    Setting up ray-trace acceleration structure... Done (1.30 seconds)
    1068 faces
    227359 square feet [32739768.00 square inches]
    15 Displacements
    19329 Square Feet [2783473.00 Square Inches]
    1068 patches before subdivision
    23858 patches after subdivision
    sun extent from map=0.258819
    34 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (18)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (7)
    transfers 2048107, max 405
    transfer lists:  15.6 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(152463, 152911, 156263)
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    	Bounce #17 added RGB(1471, 1476, 1475)
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    	Bounce #18 added RGB(1210, 1215, 1213)
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    	Bounce #19 added RGB(996, 999, 998)
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    	Bounce #30 added RGB(117, 117, 117)
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    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
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    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #39 added RGB(20, 20, 20)
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    	Bounce #47 added RGB(4, 4, 4)
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    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #50 added RGB(2, 2, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
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    	Bounce #52 added RGB(2, 2, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
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    	Bounce #55 added RGB(1, 1, 1)
    Build Patch/Sample Hash Table(s).....Done<0.0165 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   3/1024          144/49152    ( 0.3%) 
    brushes                248/8192         2976/98304    ( 3.0%) 
    brushsides            1652/65536       13216/524288   ( 2.5%) 
    planes                 782/65536       15640/1310720  ( 1.2%) 
    vertexes              1945/65536       23340/786432   ( 3.0%) 
    nodes                  734/65536       23488/2097152  ( 1.1%) 
    texinfos               156/12288       11232/884736   ( 1.3%) 
    texdata                 36/2048         1152/65536    ( 1.8%) 
    dispinfos               15/0            2640/0        ( 0.0%) 
    disp_verts            4335/0           86700/0        ( 0.0%) 
    disp_tris             7680/0           15360/0        ( 0.0%) 
    disp_lmsamples       58330/0           58330/0        ( 0.0%) 
    faces                 1068/65536       59808/3670016  ( 1.6%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              516/65536       28896/3670016  ( 0.8%) 
    leaves                 738/65536       23616/2097152  ( 1.1%) 
    leaffaces             1326/65536        2652/131072   ( 2.0%) 
    leafbrushes            548/65536        1096/131072   ( 0.8%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges             7297/512000      29188/2048000  ( 1.4%) 
    edges                 4578/256000      18312/1024000  ( 1.8%) 
    LDR worldlights         34/8192         2992/720896   ( 0.4%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            165/32768        1650/327680   ( 0.5%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2466/65536        4932/131072   ( 3.8%) 
    cubemapsamples          18/1024          288/16384    ( 1.8%) 
    overlays                 8/512          2816/180224   ( 1.6%) 
    LDR lightdata         [variable]      890396/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       30336/16777216 ( 0.2%) 
    entdata               [variable]       18052/393216   ( 4.6%) 
    LDR ambient table      738/65536        2952/262144   ( 1.1%) 
    HDR ambient table      738/65536        2952/262144   ( 1.1%) 
    LDR leaf ambient      3919/65536      109732/1835008  ( 6.0%) 
    HDR leaf ambient       738/65536       20664/1835008  ( 1.1%) 
    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]           1/5146     ( 0.0%) 
    pakfile               [variable]        4488/0        ( 0.0%) 
    physics               [variable]       86597/4194304  ( 2.1%) 
    physics terrain       [variable]        4554/1048576  ( 0.4%) 
    
    Level flags = 0
    
    Total triangle count: 3103
    Writing c:\users\joe\tf2 custom maps\arena_rundown\Arena_rundown_b2.bsp
    41 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Joe\TF2 CUSTOM Maps\Arena_Rundown\Arena_rundown_b2.bsp" "c:\program files\steam\steamapps\nightsfrost\team fortress 2\tf\maps\Arena_rundown_b2.bsp"
    
    
     
  2. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

    Messages:
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  3. Huckle

    Huckle L4: Comfortable Member

    Messages:
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    Positive Ratings:
    87
    In 90% of cases, I'd say your point_spotlight is too close or inside of a model. Some models are crankier than others but moving it away from the model between 8 and 48 units generally fix this.
     
    • Thanks Thanks x 2
  4. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
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    Positive Ratings:
    4,902
    Yarr! Phill just helped me out with it, it was what huckle was saying, I had the ent's to close to the model...

    Good to know for later.
     
  5. Lancey

    aa Lancey Currently On: ?????

    Messages:
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    Positive Ratings:
    1,314
    Also you have nodraw on displacements. Fix that.
     
  6. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,391
    Positive Ratings:
    4,902
    Yea, I think I know there that is, I will locate it and will fix it for a3.