- Mar 23, 2017
- 1,339
- 994
VRAD keeps prematurely quitting before its job is done, reporting "too many lights 8193 / 8192". When I load up the map, it is always fullbright. I tried twice, once when doing a full compile, and a second time, with VVIS on fast. The second compile log is below.
Not sure why it says there are 8193 lights when I only have 101 light-casting entities (light, light_spot, and a single light_environment), so in this case it must be referring to something else.
EDIT: The fix that worked for me.
Starting a 'Lighting Test' compile.
Starting compilation of koth_skyfall_a6
Valve Software - vbsp.exe (Oct 14 2017)
leaktest = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_skyfall_a6/cp_mountainlab/nature/groundtograss001_wvt_patch
Patching WVT material: maps/koth_skyfall_a6/cp_mountainlab/nature/blendrocktograss002_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)
Processing areas...done (0)
Building Faces...error: material WATER/WATERFALL doesn't have a $bottommaterial
error: material WATER/WATERFALL doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 182 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.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 (1) (1293910 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 544 texinfos to 438
Reduced 65 texdatas to 62 (1573 bytes to 1375)
Writing C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.bsp
Wrote ZIP buffer, estimated size 1729, actual size 1381
5 seconds elapsed
Valve Software - vvis.exe (Oct 14 2017)
fastvis = true
4 threads
reading c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.bsp
reading c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.prt
1647 portalclusters
5291 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 35101 visible clusters (3.10%)
Total clusters visible: 1132325
Average clusters visible: 687
Building PAS...
Average clusters audible: 752
visdatasize:443841 compressed from 685152
writing c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.bsp
2 seconds elapsed
Valve Software - vrad.exe SSE (Oct 14 2017)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.bsp
Setting up ray-trace acceleration structure... Done (2.21 seconds)
10000 faces
1 degenerate faces
4848500 square feet [698184000.00 square inches]
12 Displacements
29832 Square Feet [4295901.00 Square Inches]
9999 patches before subdivision
172759 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
10024 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (374)
too many lights 8193 / 8192
C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_skyfall_a6.bsp
1 File(s) copied
Starting compilation of koth_skyfall_a6
Valve Software - vbsp.exe (Oct 14 2017)
leaktest = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_skyfall_a6/cp_mountainlab/nature/groundtograss001_wvt_patch
Patching WVT material: maps/koth_skyfall_a6/cp_mountainlab/nature/blendrocktograss002_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)
Processing areas...done (0)
Building Faces...error: material WATER/WATERFALL doesn't have a $bottommaterial
error: material WATER/WATERFALL doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 182 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.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 (1) (1293910 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 544 texinfos to 438
Reduced 65 texdatas to 62 (1573 bytes to 1375)
Writing C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.bsp
Wrote ZIP buffer, estimated size 1729, actual size 1381
5 seconds elapsed
Valve Software - vvis.exe (Oct 14 2017)
fastvis = true
4 threads
reading c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.bsp
reading c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.prt
1647 portalclusters
5291 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 35101 visible clusters (3.10%)
Total clusters visible: 1132325
Average clusters visible: 687
Building PAS...
Average clusters audible: 752
visdatasize:443841 compressed from 685152
writing c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.bsp
2 seconds elapsed
Valve Software - vrad.exe SSE (Oct 14 2017)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.bsp
Setting up ray-trace acceleration structure... Done (2.21 seconds)
10000 faces
1 degenerate faces
4848500 square feet [698184000.00 square inches]
12 Displacements
29832 Square Feet [4295901.00 Square Inches]
9999 patches before subdivision
172759 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
10024 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (374)
too many lights 8193 / 8192
C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_skyfall_a6.bsp
1 File(s) copied
EDIT: The fix that worked for me.
Last edited: