Screwy lighting

Discussion in 'Mapping Questions & Discussion' started by World Of Frisbee Crisis, Jun 4, 2009.

  1. World Of Frisbee Crisis

    World Of Frisbee Crisis L2: Junior Member

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    For some reason, whenever I try to add lighting to the main building of my map, this happens:
    [​IMG]
    [​IMG]
    [​IMG]
    I have no clue with what I'm doing when it comes to lighting so I was wondering if anyone here could tell me what I'm doing wrong.
    Could someone help me with this?
     
  2. Rootbeerz

    Rootbeerz L1: Registered

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    Do you have more than one light_environment, if any?

    Also, add env_cubemaps around the map, and then "buildcubemaps" in console once you loaded the map.
     
  3. Altaco

    Altaco L7: Fancy Member

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    you probably also have a leak.
     
  4. Cameron:D

    Cameron:D L6: Sharp Member

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    Check that there is no minimum light level set on the props, and it looks like a leak - there doesn't seem to be any light bounces
     
  5. Gadget

    aa Gadget

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    If there was a leak the rest of the building would be fullbright, wouldn't it?

    Did you compile with LDR only or HDR too? Do you have an env_tonemap_controller? Looks like the lighting is only bad on those props so I think you need an env_tonemap_controller. This might help: [TUTORIAL] Fine HDR tuning Also might be caused by a missing cubemap but I'm quite certain it's because of missing inputs to an env_tonemap_controller.
     
    Last edited: Jun 5, 2009
  6. Sgt Frag

    Sgt Frag L14: Epic Member

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    I was having that exact issue a few days ago.

    I had no draw on a displacement face that I never relaized I made into a displacement. Deleted that dis. face and it was all good.

    btw, it DID say
    error
    'no draw on terrain face' in the compile log.

    Almost all errors will pop up in the log so always look at it first. Usually the errors are close to the top before it tries lighting and whatnot.

    Even if you don't know what it means posting that will let us know right away and we can tell you. Posting screens will usually get alot of guesses, some right some wrong.
     
    Last edited: Jun 5, 2009
  7. World Of Frisbee Crisis

    World Of Frisbee Crisis L2: Junior Member

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    Here's the compile log if it helps at all:
    Code:
    ** Executing...
    ** Command: "c:program files (x86)steamsteamappsrandomizer742sourcesdkbinorangeboxbinvbsp.exe"
    ** Parameters: -game "c:program files (x86)steamsteamappsrandomizer742team fortress 2tf" "C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno"
    
    Valve Software - vbsp.exe (Mar 11 2008)
    4 threads
    materialPath: c:program files (x86)steamsteamappsrandomizer742team fortress 2tfmaterials
    Loading C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.vmf
    Patching WVT material: maps/arena_inferno/dev/dev_blendmeasure_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 (1)
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3100.4 1203.6 222.0)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 39: Brush 3: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3113.1 676.1 231.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 37: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3104.6 676.0 142.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 37: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3702.0 682.5 142.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 631: 
    
    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...
    done (0)
    writing C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 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) (89529 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 320 texinfos to 153
    Reduced 15 texdatas to 13 (352 bytes to 309)
    Writing C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp
    4 seconds elapsed
    
    ** Executing...
    ** Command: "c:program files (x86)steamsteamappsrandomizer742sourcesdkbinorangeboxbinvvis.exe"
    ** Parameters: -game "c:program files (x86)steamsteamappsrandomizer742team fortress 2tf" "C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno"
    
    Valve Software - vvis.exe (Mar 11 2008)
    4 threads
    reading c:program files (x86)steamsteamappsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp
    reading c:program files (x86)steamsteamappsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.prt
     477 portalclusters
    1271 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: 2519 visible clusters (0.00%)
    Total clusters visible: 80262
    Average clusters visible: 168
    Building PAS...
    Average clusters audible: 419
    visdatasize:55252  compressed from 61056
    writing c:program files (x86)steamsteamappsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp
    9 seconds elapsed
    
    ** Executing...
    ** Command: "c:program files (x86)steamsteamappsrandomizer742sourcesdkbinorangeboxbinvrad.exe"
    ** Parameters:  -game "c:program files (x86)steamsteamappsrandomizer742team fortress 2tf" "C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno"
    
    Valve Software - vrad.exe SSE (Mar 11 2008)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:program files (x86)steamsteamappsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp
    Setting up ray-trace acceleration structure... Done (1.12 seconds)
    2008 faces
    5 degenerate faces
    652132 square feet [93907072.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    2003 patches before subdivision
    zero area child patch
    43805 patches after subdivision
    sun extent from map=0.000000
    22 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (8)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 3813231, max 594
    transfer lists:  29.1 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(92471, 53381, 43157)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(11738, 2493, 788)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(2148, 153, 44)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(795, 17, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(361, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(187, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(99, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #8 added RGB(54, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(29, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #10 added RGB(16, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(9, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #12 added RGB(5, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #13 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #14 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #15 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0537 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
    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                   8/1024          384/49152    ( 0.8%) 
    brushes                240/8192         2880/98304    ( 2.9%) 
    brushsides            1797/65536       14376/524288   ( 2.7%) 
    planes                1572/65536       31440/1310720  ( 2.4%) 
    vertexes              3145/65536       37740/786432   ( 4.8%) 
    nodes                 1069/65536       34208/2097152  ( 1.6%) 
    texinfos               153/12288       11016/884736   ( 1.2%) 
    texdata                 13/2048          416/65536    ( 0.6%) 
    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                 2008/65536      112448/3670016  ( 3.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              794/65536       44464/3670016  ( 1.2%) 
    leaves                1078/65536       34496/2097152  ( 1.6%) 
    leaffaces             2316/65536        4632/131072   ( 3.5%) 
    leafbrushes            904/65536        1808/131072   ( 1.4%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            12801/512000      51204/2048000  ( 2.5%) 
    edges                 7217/256000      28868/1024000  ( 2.8%) 
    LDR worldlights         22/8192         1936/720896   ( 0.3%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            171/32768        1710/327680   ( 0.5%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2514/65536        5028/131072   ( 3.8%) 
    cubemapsamples           1/1024           16/16384    ( 0.1%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     1214872/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       55252/16777216 ( 0.3%) 
    entdata               [variable]       24192/393216   ( 6.2%) 
    LDR ambient table     1078/65536        4312/262144   ( 1.6%) 
    HDR ambient table     1078/65536        4312/262144   ( 1.6%) 
    LDR leaf ambient      3051/65536       85428/1835008  ( 4.7%) 
    HDR leaf ambient      1078/65536       30184/1835008  ( 1.6%) 
    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]           1/7824     ( 0.0%) 
    pakfile               [variable]         397/0        ( 0.0%) 
    physics               [variable]       89529/4194304  ( 2.1%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 5617
    Writing c:program files (x86)steamsteamappsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp
    41 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:Program Files (x86)SteamSteamAppsrandomizer742sourcesdk_contenttfmapsrcarena_inferno.bsp" "c:program files (x86)steamsteamappsrandomizer742team fortress 2tfmapsarena_inferno.bsp"
    
    
     
  8. Gadget

    aa Gadget

    Messages:
    495
    Positive Ratings:
    411
    You have some overlapping brushes or func_details that cause a leak. Check those brushes that are mentioned in your compile log (3,37,39,631). Quoted from interlopers.net:

     
    • Thanks Thanks x 1
  9. Cameron:D

    Cameron:D L6: Sharp Member

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    No, whenever I've had a leak, it has always done the lighting, but it can't calculate the bounces, so it doesn't run them, you only get the direct lighting, but looking aqt the compile log it did the bounces....

    What kind of light entity are you using?
     
  10. SgtBarlow

    SgtBarlow L1: Registered

    Messages:
    2
    Positive Ratings:
    7
    I had this problem crop up once.
    Mine was caused by custom BrightnessHDR settings for lights, Make sure all lights have the setting -1 -1 -1 1

    Also another problem was caused by certain textures used for info_overlay, results in faulty cubemaps, supwer bright crome, take out all overlays that use custom textures.
     
  11. Garner

    Garner L4: Comfortable Member

    Messages:
    154
    Positive Ratings:
    38
    I ran your compile log througfh the interlopers compile log checker, and it found 2 errors:

    and this one



    Reading them both, especially the first one, i would say that was the immediate cause of your problem. If you could fix the problems stated, you probably would get a better result when compiling.

    Keep us updated, and let us know what fix worked for you, including a SS of the same area when the problem has been fixed (so this thread can be used as reference by others in future)

    :D
     
  12. The Political Gamer

    aa The Political Gamer

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    Old thread is old! :O Read the post dates!
     
  13. Garner

    Garner L4: Comfortable Member

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    Damn, i got thrown by the guy who posted before me lol

    Sorry =]