Weird lighting on curved hallways walls

Discussion in 'Mapping Questions & Discussion' started by OracleForms11g, Dec 1, 2017.

  1. OracleForms11g

    OracleForms11g L1: Registered

    Messages:
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    Positive Ratings:
    16
    Hi TF2maps,

    I've been working for about 2 to 3 months on a payload map that has multiple hallways leading to big open areas.

    In order to add some WOW, I've decided to add cured hallways (using this Valve tutorial) on some of them.

    Using the arch tool was fine, the generated geometry was nice, no problems whatsoever...

    However, when it came to texturing, problems happened : Even with the all-mighty alt, I was unable to properly align the textures (concrete/computerwall003e on RED and concrete/computerwall005a on BLU ) so that it looks seamless all across.

    So, I've said : "Screw it, i'm doing this the hard way!" :mad:

    By the look of it, the textures seems pretty much aligned, once I've toyed around with their coordinates.
    But once computed, the lighting seems to be off and have an offset.

    The thing is that it's only the lighting, not the actual texture, as I've used landmarks on the texture to help me align each textures to its neighbor...

    Also, I've used smoothing groups of size 16 for all these corners and the connected straight walls...

    There's some screenshots:

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    And here is a full 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\sourcesdk_content\tf\mapsrc\pl_vapor.vmf"
    
    Valve Software - vbsp.exe (Oct 14 2017)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_vapor/brick/blendcobbletocobblesnow001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 622 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/aestetics*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/aestetics*.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 (1) (1202050 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 8790 texinfos to 3926
    Reduced 403 texdatas to 305 (17862 bytes to 12687)
    Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp
    Wrote ZIP buffer, estimated size 8663652, actual size 8600860
    4 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\sourcesdk_content\tf\mapsrc\pl_vapor"
    
    Valve Software - vvis.exe (Oct 14 2017)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.prt
    1793 portalclusters
    5048 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 (78)
    Optimized: 7336 visible clusters (1.25%)
    Total clusters visible: 588311
    Average clusters visible: 328
    Building PAS...
    Average clusters audible: 1038
    visdatasize:514651  compressed from 831952
    writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp
    1 minute, 18 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\sourcesdk_content\tf\mapsrc\pl_vapor"
    
    Valve Software - vrad.exe SSE (Oct 14 2017)
    
          Valve Radiosity Simulator   
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    [Reading texlights from 'c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.rad']
    [7 texlights parsed from 'c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp
    Setting up ray-trace acceleration structure... Done (2.30 seconds)
    12203 faces
    11 degenerate faces
    3071559 square feet [442304576.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    12192 patches before subdivision
    zero area child patch
    161586 patches after subdivision
    sun extent from map=0.000000
    4205 direct lights
    BuildFacelights:     0.. warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    .1...2...3...4...5...6...7...8...9...10 (192)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (12)
    transfers 15171364, max 959
    transfer lists: 115.7 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #1 added RGB(1295369, 838099, 1078176)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(450831, 264514, 341698)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(178598, 89961, 112524)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(72410, 32324, 39595)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(32151, 12550, 14821)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(14110, 4853, 5627)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(6709, 2074, 2342)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(3099, 854, 954)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(1543, 395, 437)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(738, 172, 190)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(379, 85, 94)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(186, 38, 43)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(98, 20, 23)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(49, 9, 11)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #15 added RGB(26, 5, 6)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #16 added RGB(13, 2, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #17 added RGB(7, 1, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #18 added RGB(4, 1, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #19 added RGB(2, 0, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #20 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #21 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0402 sec>
    FinalLightFace:      0.. warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    SampleRadial: Punting, Waiting for fix
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    .1...2...3...4...5...6...7...8...9...10 (5)
    FinalLightFace Done
    788 of 3388 (23% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (33)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                 166/1024         7968/49152    (16.2%)
    brushes               3428/8192        41136/98304    (41.8%)
    brushsides           26306/65536      210448/524288   (40.1%)
    planes               15132/65536      302640/1310720  (23.1%)
    vertexes             20194/65536      242328/786432   (30.8%)
    nodes                 4848/65536      155136/2097152  ( 7.4%)
    texinfos              3926/12288      282672/884736   (31.9%)
    texdata                305/2048         9760/65536    (14.9%)
    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                12203/65536      683368/3670016  (18.6%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             8636/65536      483616/3670016  (13.2%)
    leaves                5015/65536      160480/2097152  ( 7.7%)
    leaffaces            15171/65536       30342/131072   (23.1%)
    leafbrushes           7275/65536       14550/131072   (11.1%)
    areas                   37/256           296/2048     (14.5%)
    surfedges            90717/512000     362868/2048000  (17.7%)
    edges                54789/256000     219156/1024000  (21.4%)
    LDR worldlights       4205/8192       370040/720896   (51.3%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            5/32768          60/393216   ( 0.0%)
    waterstrips           1006/32768       10060/327680   ( 3.1%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices         16032/65536       32064/131072   (24.5%)
    cubemapsamples         103/1024         1648/16384    (10.1%)
    overlays               180/512         63360/180224   (35.2%)
    LDR lightdata         [variable]    15357588/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]      514651/16777216 ( 3.1%)
    entdata               [variable]      528929/393216   (134.5%) VERY FULL!
    LDR ambient table     5015/65536       20060/262144   ( 7.7%)
    HDR ambient table     5015/65536       20060/262144   ( 7.7%)
    LDR leaf ambient     30449/65536      852572/1835008  (46.5%)
    HDR leaf ambient      5015/65536      140420/1835008  ( 7.7%)
    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]           1/89316    ( 0.0%)
    pakfile               [variable]     8600860/0        ( 0.0%)
    physics               [variable]     1202050/4194304  (28.7%)
    physics terrain       [variable]           2/1048576  ( 0.0%)
    
    Level flags = 0
    
    Total triangle count: 31790
    Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp
    4 minutes, 6 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_vapor.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_vapor.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" -sw -dev -console -allowdebug +map "pl_vapor" -steam

    A quick analysis on Interlopers.net only shows a zero area child patch error, which can't be related, as it only appears on time while the problems appears more than once...

    This also means that there are no leaks. (But if there's one, it's completely invisible and probably un-fixable)


    I've got several hypotheses on why this happens:
    1. I've used areaportals to seal those hallways, so I've made the straight walls world brushes and made enclosing world brushes shells (with nodraw textures inside) around the curved func_details. Maybe there's a difference on how each type of brush has its lighting calculated, which would really surprise me, as once geometry is drawn.
    2. Maybe those textures just LOOKS like there align, but they're actual not...
    3. I've also added tubes on my maps, and I've had problems texturing them too. So I've loaded up sdk_ctf_2fort.vmf (those sewers tubes seems nicely textured) and copied those textures coordinates to my tubes (using alt+right click) and just change the actual texture. This seemed to worked. Maybe I've got to do something similar with those corners? (BTW: those texture got weird coordinates... maybe someone at Valve already gone through what I'm going through?)
    4. Maybe the smoothing group won't include all of those faces due to angle and stuffs...
    5. Maybe it's my lighting sucks? (still WiP)
    6. I see this line a lot in the logs : warning - face vectors parallel to face normal. bad lighting will be produced. Maybe this has something to do with it... but i'm not sure...
    Any help would be nice. I've searched everywhere (Google, Valve, YouTube, you name it !) and found nothing... :engiemeh:
     
    Last edited: Dec 1, 2017
  2. Pocket

    aa Pocket func_croc

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    What most likely happened is that you converted your curved parts to func_detail. VRAD refuses to create seamless lightmaps between brush entities and world brushes. You can partially fix this by converting the outside curves back into world brushes; VBSP can handle complex visleaves as long as they're convex. The inner corners will be more of a challenge. The only thing I can think to do is add your straight walls to the func_details and then cover them with nodraws.
     
    • Like Like x 1
  3. OracleForms11g

    OracleForms11g L1: Registered

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    Hum, so there IS something i missed about VRAD...

    Ok. I'll first try to set every corner as world brushes as a test.
    If that doesn't work, then I'll probably make all walls func_details and add covers, just like I did for the corners.

    => :cap: Oracle will remember that...
     
  4. OracleForms11g

    OracleForms11g L1: Registered

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    Yes. it did fix it. Thank you.

    I'll probably create a cover for all straight walls directly to those corner.

    P.S. : I've search the whole Valve wiki, and there was absolutely nothing on that.
    That's quality Docs. I tell you what. :engieyay:
     
    Last edited: Dec 1, 2017
  5. Tuaam

    Tuaam L6: Sharp Member

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    Don't make all the walls func_details
     
    • Agree Agree x 1
  6. OracleForms11g

    OracleForms11g L1: Registered

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    10000 leaks, chaos ensues.
    Computers explodes, pets get skined alived,
    All medics pockets snipers from now on,
    The world is burning.

    ;)
     
  7. henke37

    aa henke37

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    Cover the discrepancy with trim and props.
     
  8. OracleForms11g

    OracleForms11g L1: Registered

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    Tada! :D

    [​IMG]
     
  9. Pocket

    aa Pocket func_croc

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    Looks like you're still having an issue with the inner curve. I expected this. You'll need to turn the lightmap scale down some. A good guideline, I think, is that if you switch your 3D preview pane to "3D Lightmap Grid" mode, each square has to be narrower than the brush face.
     
    • Like Like x 1