Trouble with Light_Spot

Discussion in 'Mapping Questions & Discussion' started by dipp doop, Dec 10, 2016.

  1. dipp doop

    dipp doop L1: Registered

    Messages:
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    Hey guys, hope you can help.

    I created a light_spot entity in my map, but it's not showing up when I run my map. There are no leaks/issues, and this has never happened to me before. Other entities, like light or light_environment work fine.

    I'm using the default settings for the light_spot (when you create one).

    Here's my compile log:

    Code:
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.vmf"
    
    Valve Software - vbsp.exe (Nov 10 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/jump_augaspawn/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 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 6 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.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 (0) (56338 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 69 texinfos to 54
    Reduced 23 texdatas to 20 (597 bytes to 507)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp
    Wrote ZIP buffer, estimated size 910, actual size 696
    0 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn"
    
    Valve Software - vvis.exe (Nov  2 2016)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.prt
    284 portalclusters
    760 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 (3)
    Optimized: 67 visible clusters (0.12%)
    Total clusters visible: 56329
    Average clusters visible: 198
    Building PAS...
    Average clusters audible: 281
    visdatasize:22652  compressed from 22720
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp
    3 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn"
    
    Valve Software - vrad.exe SSE (Nov  2 2016)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp
    Setting up ray-trace acceleration structure... Done (0.12 seconds)
    1228 faces
    796063 square feet [114633088.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1228 patches before subdivision
    40342 patches after subdivision
    sun extent from map=0.000000
    79 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (9)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)
    transfers 8360971, max 756
    transfer lists:  63.8 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #1 added RGB(112819, 94721, 93591)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(38780, 28953, 28503)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(15159, 10075, 9765)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(5826, 3478, 3337)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(2324, 1254, 1194)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(914, 449, 424)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(367, 165, 155)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(146, 60, 56)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(59, 22, 21)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(23, 8, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(9, 3, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(4, 1, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0161 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
    FinalLightFace Done
    4 of 70 (5% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                   5/1024          240/49152    ( 0.5%)
    brushes                123/8192         1476/98304    ( 1.5%)
    brushsides            1076/65536        8608/524288   ( 1.6%)
    planes                1072/65536       21440/1310720  ( 1.6%)
    vertexes              1725/65536       20700/786432   ( 2.6%)
    nodes                  558/65536       17856/2097152  ( 0.9%)
    texinfos                54/12288        3888/884736   ( 0.4%)
    texdata                 20/2048          640/65536    ( 1.0%)
    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                 1228/65536       68768/3670016  ( 1.9%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces              462/65536       25872/3670016  ( 0.7%)
    leaves                 564/65536       18048/2097152  ( 0.9%)
    leaffaces             1764/65536        3528/131072   ( 2.7%)
    leafbrushes            582/65536        1164/131072   ( 0.9%)
    areas                    2/256            16/2048     ( 0.8%)
    surfedges             7766/512000      31064/2048000  ( 1.5%)
    edges                 4458/256000      17832/1024000  ( 1.7%)
    LDR worldlights         79/8192         6952/720896   ( 1.0%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            1/32768          12/393216   ( 0.0%)
    waterstrips            103/32768        1030/327680   ( 0.3%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          1734/65536        3468/131072   ( 2.6%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]     1162612/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]       22652/16777216 ( 0.1%)
    entdata               [variable]        4428/393216   ( 1.1%)
    LDR ambient table      564/65536        2256/262144   ( 0.9%)
    HDR ambient table      564/65536        2256/262144   ( 0.9%)
    LDR leaf ambient      2500/65536       70000/1835008  ( 3.8%)
    HDR leaf ambient       564/65536       15792/1835008  ( 0.9%)
    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]           1/12       ( 8.3%)
    pakfile               [variable]         696/0        ( 0.0%)
    physics               [variable]       56338/4194304  ( 1.3%)
    physics terrain       [variable]           2/1048576  ( 0.0%)
    
    Level flags = 0
    
    Total triangle count: 3369
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp
    17 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_augaspawn.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jump_augaspawn.bsp"
    
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf"  +map "jump_augaspawn" -steam
    
    
    Thanks.
     
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Positive Ratings:
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    The default brightness of light_spots is generally too weak to be seen. You have to crank it up significantly higher to get a brightness level comparable to a regular light (try 1000-2000 for starters). Also, make sure the origin of the light_spot is outside any models or brushes.
     
    • Thanks Thanks x 1
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  3. dipp doop

    dipp doop L1: Registered

    Messages:
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    Ok Thanks dude :D