skybox really bright (pics)

Discussion in 'Mapping Questions & Discussion' started by sailfin, Feb 7, 2008.

  1. sailfin

    sailfin L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    hey how do i fix this really bad glare when i look at my house? the house does have lights in it.
    [​IMG]

    [​IMG]
     
  2. Nizzem

    Nizzem L2: Junior Member

    Messages:
    57
    Positive Ratings:
    0
    Never seen that one before....

    I'd suggest posting your compile log so people can get a better idea of what is happening.

    And make sure you don't have any leaks in your map.
     
  3. sailfin

    sailfin L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    here is the compile log

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\sailfin1\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\sailfin1\team fortress 2\tf" "C:\Program Files\Steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch"

    Valve Software - vbsp.exe (Sep 21 2007)
    2 threads
    materialPath: c:\program files\steam\steamapps\sailfin1\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.vmf
    Patching WVT material: maps/tf2_ditch/nature/blendrockgroundwall003_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity prop_dynamic (-2580.00 -90.00 -360.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    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) (27356 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 129 texinfos to 118
    Reduced 12 texdatas to 11 (365 bytes to 335)
    Writing C:\Program Files\Steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
    1 second elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\sailfin1\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\sailfin1\team fortress 2\tf" "C:\Program Files\Steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch"

    Valve Software - vvis.exe (Nov 8 2007)
    2 threads
    reading c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
    reading c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.prt
    LoadPortals: couldn't read c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.prt


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\sailfin1\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -game "c:\program files\steam\steamapps\sailfin1\team fortress 2\tf" "C:\Program Files\Steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch"

    Valve Software - vrad.exe SSE (Nov 8 2007)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.10 seconds)
    1386 faces
    1 degenerate faces
    81776 square feet [11775887.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0019 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (10)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 70/8192 840/98304 ( 0.9%)
    brushsides 501/65536 4008/524288 ( 0.8%)
    planes 768/65536 15360/1310720 ( 1.2%)
    vertexes 2157/65536 25884/786432 ( 3.3%)
    nodes 1070/65536 34240/2097152 ( 1.6%)
    texinfos 118/12288 8496/884736 ( 1.0%)
    texdata 11/2048 352/65536 ( 0.5%)
    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 1386/65536 77616/3670016 ( 2.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 401/65536 22456/3670016 ( 0.6%)
    leaves 1072/65536 34304/2097152 ( 1.6%)
    leaffaces 1598/65536 3196/131072 ( 2.4%)
    leafbrushes 578/65536 1156/131072 ( 0.9%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 9028/512000 36112/2048000 ( 1.8%)
    edges 4827/256000 19308/1024000 ( 1.9%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 256/32768 2560/327680 ( 0.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4554/65536 9108/131072 ( 6.9%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 196864/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 3323/393216 ( 0.8%)
    LDR ambient table 1072/65536 4288/262144 ( 1.6%)
    HDR ambient table 1072/65536 4288/262144 ( 1.6%)
    LDR leaf ambient 2858/65536 80024/1835008 ( 4.4%)
    HDR leaf ambient 1072/65536 30016/1835008 ( 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] 1/484 ( 0.2%)
    pakfile [variable] 211708/0 ( 0.0%)
    physics [variable] 27356/4194304 ( 0.7%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4656
    Writing c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
    11 seconds elapsed
    Valve Software - vrad.exe SSE (Nov 8 2007)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
     
  4. sailfin

    sailfin L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    Loading c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.10 seconds)
    1386 faces
    1 degenerate faces
    81776 square feet [11775887.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0019 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 70/8192 840/98304 ( 0.9%)
    brushsides 501/65536 4008/524288 ( 0.8%)
    planes 768/65536 15360/1310720 ( 1.2%)
    vertexes 2157/65536 25884/786432 ( 3.3%)
    nodes 1070/65536 34240/2097152 ( 1.6%)
    texinfos 118/12288 8496/884736 ( 1.0%)
    texdata 11/2048 352/65536 ( 0.5%)
    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 1386/65536 77616/3670016 ( 2.1%)
    hdr faces 1386/65536 77616/3670016 ( 2.1%)
    origfaces 401/65536 22456/3670016 ( 0.6%)
    leaves 1072/65536 34304/2097152 ( 1.6%)
    leaffaces 1598/65536 3196/131072 ( 2.4%)
    leafbrushes 578/65536 1156/131072 ( 0.9%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 9028/512000 36112/2048000 ( 1.8%)
    edges 4827/256000 19308/1024000 ( 1.9%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 2/8192 176/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 256/32768 2560/327680 ( 0.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4554/65536 9108/131072 ( 6.9%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 196864/0 ( 0.0%)
    HDR lightdata [variable] 196864/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 3323/393216 ( 0.8%)
    LDR ambient table 1072/65536 4288/262144 ( 1.6%)
    HDR ambient table 1072/65536 4288/262144 ( 1.6%)
    LDR leaf ambient 2858/65536 80024/1835008 ( 4.4%)
    HDR leaf ambient 2859/65536 80052/1835008 ( 4.4%)
    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] 1/484 ( 0.2%)
    pakfile [variable] 211708/0 ( 0.0%)
    physics [variable] 27356/4194304 ( 0.7%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4656
    Writing c:\program files\steam\steamapps\sailfin1\sourcesdk_content\tf\mapsrc\tf2_ditch.bsp
    12 seconds elapsed
     
  5. Narkissus

    Narkissus L5: Dapper Member

    Messages:
    228
    Positive Ratings:
    9
    Looks like you got a leak, go to those coordinates and load a map pointfile and follow the red line. Fix the hole that the red line goes through out of the map. Maybe thats not it, but it could be.
     
  6. sailfin

    sailfin L1: Registered

    Messages:
    19
    Positive Ratings:
    0
  7. Narkissus

    Narkissus L5: Dapper Member

    Messages:
    228
    Positive Ratings:
    9
    Nope what?
     
  8. DJive

    aa DJive Cake or Death?

    Messages:
    1,466
    Positive Ratings:
    736
    I blame HDR and sun/env pitch
     
  9. sailfin

    sailfin L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    still the same
     
  10. Nizzem

    Nizzem L2: Junior Member

    Messages:
    57
    Positive Ratings:
    0
  11. spaceweasels

    aa spaceweasels

    Messages:
    219
    Positive Ratings:
    335

    The leak is from a previous compile.

    Did you change the light settings for the light_environment and light entities?

    Normally a light_environment has a light intensity of 300, but an ambiance of 120. Meanwhile a regular light entity has an intensity of 200.

    This means the brightest thing is the skymap, followed by the light inside the building (which seems darker due to the stronger light behind), followed by the ambient light hiting the outside of the house.
     
  12. sailfin

    sailfin L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    i figured it out. its a light_environment problem, playing with the settings now. any suggestions on right settings? thanks for the advice spaceweasels
     
  13. spaceweasels

    aa spaceweasels

    Messages:
    219
    Positive Ratings:
    335
    No problem. Here's the suggested settings, depending on the skymap, from the VAlve Develper Wiki:


    sky_well_01
    Ideal Sun Angle 0 300 0
    Ideal Sun Pitch -35
    Ideal Brightness 248 197 139 400
    Ideal Ambience 142 154 182 200

    sky_tf2_04
    Ideal Sun Angle 0 145 0
    Ideal Sun Pitch -45
    Ideal Brightness 216 207 194 700
    Ideal Ambience 200 202 230 60

    sky_hydro_01
    Ideal Sun Angle 0 51 0
    Ideal Sun Pitch -37
    Ideal Brightness 244 215 193 750
    Ideal Ambience 156 178 255 250

    sky_dustbowl_01
    Ideal Sun Angle 0 30 0
    Ideal Sun Pitch -25
    Ideal Brightness 254 210 152 800
    Ideal Ambience 151 135 180 420

    sky_granary_01
    Ideal Sun Angle 0 130 0
    Ideal Sun Pitch -15
    Ideal Brightness 255 226 196 500
    Ideal Ambience 116 113 149 300

    sky_gravel_01
    Ideal Sun Angle 0 167 0
    Ideal Sun Pitch -32
    Ideal Brightness 250 216 146 850
    Ideal Ambience 106 134 174 500


    *Note: I think the 2Fort skymap has a typo. I would suggest 260 instead of 60 for ambience.
     
  14. Spamdini

    Spamdini L2: Junior Member

    Messages:
    61
    Positive Ratings:
    1
    actually i also have this problem. its not a leak its the HDR is over bright. does anyone know how to fix it? im using a sky and its recommended settings for light_env brightness and pitch. any ideas?
     
  15. sailfin

    sailfin L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    here we go
    [​IMG]
    [​IMG]
     
  16. spaceweasels

    aa spaceweasels

    Messages:
    219
    Positive Ratings:
    335
    For HDR, I noticed that the GravelPit skymap suggests:

    HDR Brightness 250 216 149 650
    HDR Ambience 106 134 174 380

    The other skymaps suggest -1 -1 -1 1
     
  17. sailfin

    sailfin L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    All i need to do is make a virtual beach with hot women in bikinis and watch the waves roll in lol
    [​IMG]

    sky_well_01
    Ideal Sun Angle 0 300 0
    Ideal Sun Pitch -35
    Ideal Brightness 248 197 139 400
    Ideal Ambience 142 154 182 200
     
  18. Spamdini

    Spamdini L2: Junior Member

    Messages:
    61
    Positive Ratings:
    1
    so should we be putting -1 -1 -1 1 for the HDR settings on the maps that say so. cause i still get that uber bright everything. or should we set it to the same as ideal brightness and ideal ambience.
     
  19. sailfin

    sailfin L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    i left the hdr stuff default and it looks awesome
     
  20. Wiebbe

    Wiebbe L1: Registered

    Messages:
    49
    Positive Ratings:
    4
    did you try a env_tonemap controller as well? It helps with tuning HDR alot too..