problem with lighting

Discussion in 'Mapping Questions & Discussion' started by unkle, Sep 13, 2018.

  1. unkle

    unkle L1: Registered

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    was testing my map with 0 lighting (no light or light_environment entities) of course it was in fullbright. so, i added light_environment , set the brightness and what not ( also i set the Skybox Texture Name setting in map properties ) however when i loaded it up the map was still in fullbright regardless of added entities. i made a empty room with no lighting in it to test it and it was in fullbright also. i compiled the map with every setting there is fast , normal etc. however the map was still in fullbright
     
  2. DrSquishy

    aa DrSquishy ???

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    Have you tried doing 'mat_fullbright 0' in the console, or checking the log for errors in the VRAD section of the compile?
     
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  3. Pixel Brush

    Pixel Brush L3: Member

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    Is mat_fullbright still enabled? Just use mat_fullbright 0 to disable it.
     
  4. unkle

    unkle L1: Registered

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    it was disabled already, gonna check my config for anything that my force it
     
  5. DrSquishy

    aa DrSquishy ???

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    If it is already disabled yet you're getting fullbright, could you post your compilelog?
     
  6. unkle

    unkle L1: Registered

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    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!

    this is the only error message in the compile log
     
  7. unkle

    unkle L1: Registered

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    changed the skybox texture in map properties and tried again and it was still in fullbright, no idea how to read the compile log so i post the whole thing



    ** Executing...
    ** Command: "D:\Staem\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Staem\steamapps\common\Team Fortress 2\tf" "C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    4 threads
    materialPath: D:\Staem\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/ultiduo_kabe/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/ultiduo_kabe/dev/dev_blendmeasure2_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...
    Merged 70 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_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_hydro_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) (42268 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 220 texinfos to 111
    Reduced 14 texdatas to 12 (368 bytes to 325)
    Writing C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe.bsp
    Wrote ZIP buffer, estimated size 106839, actual size 106357
    0 seconds elapsed

    ** Executing...
    ** Command: "D:\Staem\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Staem\steamapps\common\Team Fortress 2\tf" "C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe"

    Valve Software - vvis.exe (Aug 2 2018)
    4 threads
    reading c:\users\yaĞiz\desktop\project kaba\ultiduo_kabe.bsp
    reading c:\users\yaĞiz\desktop\project kaba\ultiduo_kabe.prt
    61 portalclusters
    147 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: 7 visible clusters (0.25%)
    Total clusters visible: 2784
    Average clusters visible: 45
    Building PAS...
    Average clusters audible: 60
    visdatasize:1485 compressed from 976
    writing c:\users\yaĞiz\desktop\project kaba\ultiduo_kabe.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "D:\Staem\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "D:\Staem\steamapps\common\Team Fortress 2\tf" "C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe"

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

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\yaĞiz\desktop\project kaba\ultiduo_kabe.bsp
    Setting up ray-trace acceleration structure... Done (0.06 seconds)
    487 faces
    1 degenerate faces
    131206 square feet [18893684.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    Stack overflow in neighbors


    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\YAĞIZ\Desktop\project kaba\ultiduo_kabe.bsp" "D:\Staem\steamapps\common\Team Fortress 2\tf\maps\ultiduo_kabe.bsp"


    ** Executing...
    ** Command: "D:\Staem\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "D:\Staem\steamapps\common\Team Fortress 2\tf" +map "ultiduo_kabe" -steam
     
  8. unkle

    unkle L1: Registered

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    realized one thing "1 degenerate faces" asked one of my mapper friends and he pointed this out to be the problem however he has no idea how to detect this face or fix it because he is kinda new too
     
  9. DrSquishy

    aa DrSquishy ???

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    "Stack overflow in neighbors"
    I found this - wonder if this is what is causing it, I've never seen it before
     
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