VRAD has stopped working, can't find the reason

Discussion in 'Mapping Questions & Discussion' started by Werewolf, Apr 11, 2014.

  1. Werewolf

    aa Werewolf Probably not a real Werewolf

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    I have been working on a map and had just started on the next version. The previous version had compiled fine. All I did was save under a new name, and change some entities. I did not change the lighting at all.

    Yet whenever I try compile the map, I get a full bright map. I have tried compiling with VRAD set on fast, normal and in expert. I have even tried compiling with VRAD off (VBSP and VVIS on), then recompiling with just VRAD on. Nothing works.

    I have checked the log in the Interlopers page already, all the points out is the "Too Many Light Styles" which I got in the previous version. I had not changed the lights between versions so that should not have effected anything.

    Can someone help me try figure out whats going on? I don't understand why VRAD won't work for me now.

     
  2. Beetle

    Beetle L9: Fashionable Member

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    it's almost definitely that error though, so you might wanna try disabling all lights except for a light environment just to see if it compiles correctly.

    also I see "8 degenerate faces" in the compile log but am unfamiliar with that error.

    besides, you didn't need to change the lights to generate that error. You could have also changed the brushwork.
     
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    Last edited: Apr 11, 2014
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Do you have named light entities? That is usually the cause of that error. Any given face can have up to 8 light styles on it, meaning different lightmaps. Named lights can be toggled and thus have on/off lightmaps compiled for the faces they hit. If you have multiple differently named lights that hit the same faces then it starts multiplying. One name requires two lightmaps (O[on] X[off]), two different names needs four lightmaps (OO OX XO XX), three will hit the max of eight (OOO OOX OXO OXX, XOO XOX XXO XXX).
    You will need to remove some, or make them have the same name. While I'm on the subject, a light should never have a name unless you actually need to toggle it, because lightmaps are the majority of map filesize (and toggle-able light is visually worse).
     
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    Last edited: Apr 11, 2014
  4. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Yes I do have some toggled lights, in the area indicated in the compile log with the "Too many lights". But as I said, I had not changed the lights at all between versions, so I can't see why it would compile before but not now.
    Just for the sake of testing, I'll re-compile the previous version to see what happens. I bet I'll get the same errors in the compile log and a working map again.
     
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You might have changed the world such that the lights started casting on new/different areas.
     
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  6. Pocket

    aa Pocket func_croc

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    It means that something went wrong with the texture alignment and an invalid value somehow got in there. If the map were to finish compiling you'd find that the face in question is now glowing bright red and casting red reflections onto anything nearby. It usually comes from excessive use of Alt+MOUSE2; you just need to redo the texturing on any offending brushes.
     
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  7. Werewolf

    aa Werewolf Probably not a real Werewolf

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    I'm not totally sure why, but it seems it didn't like the lightmap scale I had used on a couple of brushes. They were valid scale number (8), but upping them to 16 again fixed it.
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Interesting. Were they large faces?
     
  9. Werewolf

    aa Werewolf Probably not a real Werewolf

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    One was but it did's go into other areas. Was simply the wall to a staircase. I had increased the lightscale on it to get a better defined spotlight effect on it.