Why cant i render my map in HDR ?

Discussion in 'Mapping Questions & Discussion' started by LunchBox, Jun 15, 2009.

  1. LunchBox

    LunchBox L1: Registered

    Messages:
    41
    Positive Ratings:
    4
    Hey guys i have done exactly what the tutorials from the Valve Developer Community site have showed in order to run my map in full HDR and it still for some reason will not run it in HDR. I have looked everywhere and tried many things in order to fix this but for some reason it will not run in HDR. Another thing to note is whenever i am in my map and in the console i enter mat_hdr_enabled 1 or mat_hdr_enabled 0 each time it says hdr is disabled. Another thing i have also built cubemaps and everything but it still does not seem to help. Here is the compile log...


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

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\abamf\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.vmf
    Patching WVT material: maps/dank/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 32 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.prt...Building visibility clusters...
    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 (1) (34935 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 157 texinfos to 67
    Reduced 13 texdatas to 8 (374 bytes to 222)
    Writing C:\Program Files\Steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    2 seconds elapsed

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

    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    reading c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.prt
    589 portalclusters
    1384 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 (31)
    Optimized: 154 visible clusters (0.00%)
    Total clusters visible: 204319
    Average clusters visible: 346
    Building PAS...
    Average clusters audible: 577
    visdatasize:91829 compressed from 94240
    writing c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    31 seconds elapsed

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

    Valve Software - vrad.exe SSE (May 19 2009)

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

    Loading c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    Setting up ray-trace acceleration structure... Done (0.43 seconds)
    2193 faces
    2 degenerate faces
    2746275 square feet [395463616.00 square inches]
    4 Displacements
    939 Square Feet [135334.00 Square Inches]
    2191 patches before subdivision
    zero area child patch
    zero area child patch
    148909 patches after subdivision
    3 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (36)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (58)
    transfers 63289031, max 1487
    transfer lists: 482.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(3274047, 1003829, 403297)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(779079, 96014, 5320)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(197047, 9025, 191)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(51981, 889, 10)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(14183, 89, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(3965, 9, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(1130, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(326, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(95, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(28, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(8, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.2300 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
    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 (17)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 110/8192 1320/98304 ( 1.3%)
    brushsides 709/65536 5672/524288 ( 1.1%)
    planes 528/65536 10560/1310720 ( 0.8%)
    vertexes 3526/65536 42312/786432 ( 5.4%)
    nodes 1357/65536 43424/2097152 ( 2.1%)
    texinfos 67/12288 4824/884736 ( 0.5%)
    texdata 8/2048 256/65536 ( 0.4%)
    dispinfos 4/0 704/0 ( 0.0%)
    disp_verts 324/0 6480/0 ( 0.0%)
    disp_tris 512/0 1024/0 ( 0.0%)
    disp_lmsamples 2912/0 2912/0 ( 0.0%)
    faces 2193/65536 122808/3670016 ( 3.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 252/65536 14112/3670016 ( 0.4%)
    leaves 1359/65536 43488/2097152 ( 2.1%)
    leaffaces 3128/65536 6256/131072 ( 4.8%)
    leafbrushes 1058/65536 2116/131072 ( 1.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 10382/512000 41528/2048000 ( 2.0%)
    edges 5726/256000 22904/1024000 ( 2.2%)
    LDR worldlights 3/8192 264/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 51/32768 510/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 825/65536 1650/131072 ( 1.3%)
    cubemapsamples 3/1024 48/16384 ( 0.3%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 4928384/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 91829/16777216 ( 0.5%)
    entdata [variable] 5576/393216 ( 1.4%)
    LDR ambient table 1359/65536 5436/262144 ( 2.1%)
    HDR ambient table 1359/65536 5436/262144 ( 2.1%)
    LDR leaf ambient 8751/65536 245028/1835008 (13.4%)
    HDR leaf ambient 1359/65536 38052/1835008 ( 2.1%)
    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] 1/1162 ( 0.1%)
    pakfile [variable] 423705/0 ( 0.0%)
    physics [variable] 34935/4194304 ( 0.8%)
    physics terrain [variable] 1306/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 4978
    Writing c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    2 minutes, 6 seconds elapsed
    Valve Software - vrad.exe SSE (May 19 2009)

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

    Loading c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    Setting up ray-trace acceleration structure... Done (0.43 seconds)
    2193 faces
    2 degenerate faces
    2746275 square feet [395463616.00 square inches]
    4 Displacements
    939 Square Feet [135334.00 Square Inches]
    2191 patches before subdivision
    zero area child patch
    zero area child patch
    148909 patches after subdivision
    3 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (36)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (62)
    transfers 63289031, max 1487
    transfer lists: 482.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(3273887, 1003765, 403277)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(779068, 96008, 5318)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(197044, 9025, 190)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(51981, 889, 10)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(14183, 88, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(3965, 9, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(1130, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(326, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(95, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(28, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(8, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<1.4528 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
    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 (17)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 110/8192 1320/98304 ( 1.3%)
    brushsides 709/65536 5672/524288 ( 1.1%)
    planes 528/65536 10560/1310720 ( 0.8%)
    vertexes 3526/65536 42312/786432 ( 5.4%)
    nodes 1357/65536 43424/2097152 ( 2.1%)
    texinfos 67/12288 4824/884736 ( 0.5%)
    texdata 8/2048 256/65536 ( 0.4%)
    dispinfos 4/0 704/0 ( 0.0%)
    disp_verts 324/0 6480/0 ( 0.0%)
    disp_tris 512/0 1024/0 ( 0.0%)
    disp_lmsamples 2912/0 2912/0 ( 0.0%)
    faces 2193/65536 122808/3670016 ( 3.3%)
    hdr faces 2193/65536 122808/3670016 ( 3.3%)
    origfaces 252/65536 14112/3670016 ( 0.4%)
    leaves 1359/65536 43488/2097152 ( 2.1%)
    leaffaces 3128/65536 6256/131072 ( 4.8%)
    leafbrushes 1058/65536 2116/131072 ( 1.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 10382/512000 41528/2048000 ( 2.0%)
    edges 5726/256000 22904/1024000 ( 2.2%)
    LDR worldlights 3/8192 264/720896 ( 0.0%)
    HDR worldlights 3/8192 264/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 51/32768 510/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 825/65536 1650/131072 ( 1.3%)
    cubemapsamples 3/1024 48/16384 ( 0.3%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 4928384/0 ( 0.0%)
    HDR lightdata [variable] 4928384/0 ( 0.0%)
    visdata [variable] 91829/16777216 ( 0.5%)
    entdata [variable] 5576/393216 ( 1.4%)
    LDR ambient table 1359/65536 5436/262144 ( 2.1%)
    HDR ambient table 1359/65536 5436/262144 ( 2.1%)
    LDR leaf ambient 8751/65536 245028/1835008 (13.4%)
    HDR leaf ambient 8721/65536 244188/1835008 (13.3%)
    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] 1/1162 ( 0.1%)
    pakfile [variable] 423705/0 ( 0.0%)
    physics [variable] 34935/4194304 ( 0.8%)
    physics terrain [variable] 1306/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 4978
    Writing c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    2 minutes, 18 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp" "c:\program files\steam\steamapps\abamf\team fortress 2\tf\maps\Dank.bsp"
     
  2. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,684
  3. LunchBox

    LunchBox L1: Registered

    Messages:
    41
    Positive Ratings:
    4
    Ok thanks and here is the error i recieved. And last time i got this error it was a player clip error in one of my mesh fences but i fixed that. And after that the log checker was fine and when i ran the map with the log being 100% good i still had the same problem with the hdr.

    zero area child patch

    Description:
    A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

    Solution:
    First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    0 = off
    1 = fake hdr (bloom)
    2 = hdr
     
  5. LunchBox

    LunchBox L1: Registered

    Messages:
    41
    Positive Ratings:
    4
    Ok thanks alot once again and that did work. But in my console it shows this
    A custom HDR cubemap "materials/models/player/shared/eye-reflection-cubemap-.hdr.vtf": cannot be found on disk.
    This really should have a HDR version, trying a fall back to a non-HDR version.

    and after i buildcubemaps in the console i get this

    *** Error: Skybox vtf files for sky_hydro_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file sky_hydro_01 to build the default cubemap!

    So i guess im running in HDR with a few errors im not sure :(
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The skybox one isn't a real issue, and the other one... sounds like the same case.
     
  7. LunchBox

    LunchBox L1: Registered

    Messages:
    41
    Positive Ratings:
    4
    Ok so my next question is... I assume i am running in HDR and my problem is solved ?