Currently I am working on a map and I have come across a problem while working on it. The development was going fine until one day I started adding more details to some spawn area layout. Now there are two dark patches in the map that should not be there. I've tried various things, none of which worked. Here are a couple screenshots:
** Executing...
** Command: "c:\Program Files (x86)\steam\steamapps\feces_everywhere\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii" "C:\Program Files (x86)\Steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\materials
Loading C:\Program Files (x86)\Steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\gameinfo.txt
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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 (0) (134021 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 23 texinfos to 14
Reduced 7 texdatas to 5 (222 bytes to 135)
Writing C:\Program Files (x86)\Steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.bsp
0 seconds elapsed
** Executing...
** Command: "c:\Program Files (x86)\steam\steamapps\feces_everywhere\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii" "C:\Program Files (x86)\Steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.bsp
reading c:\program files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.prt
225 portalclusters
518 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 (0)
Optimized: 18 visible clusters (0.00%)
Total clusters visible: 25843
Average clusters visible: 114
Building PAS...
Average clusters audible: 222
visdatasize:14525 compressed from 14400
writing c:\program files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.bsp
1 second elapsed
** Executing...
** Command: "c:\Program Files (x86)\steam\steamapps\feces_everywhere\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii" "C:\Program Files (x86)\Steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\Program Files (x86)\steam\steamapps\feces_everywhere\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.bsp
Setting up ray-trace acceleration structure... Done (0.24 seconds)
1186 faces
9893 square feet [1424651.38 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1186 patches before subdivision
3348 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 602307, max 438
transfer lists: 4.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce
#1 added RGB(47326, 7962, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#2 added RGB(32076, 1684, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce
#3 added RGB(21684, 354, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#4 added RGB(14455, 72, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#5 added RGB(9653, 15, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce
#6 added RGB(6449, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#7 added RGB(4317, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce
#8 added RGB(2896, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#9 added RGB(1947, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#10 added RGB(1311, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce
#11 added RGB(885, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#12 added RGB(599, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce
#13 added RGB(406, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#14 added RGB(275, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#15 added RGB(187, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce
#16 added RGB(127, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#17 added RGB(87, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce
#18 added RGB(59, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#19 added RGB(40, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#20 added RGB(28, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#21 added RGB(19, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#22 added RGB(13, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#23 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#24 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#25 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#26 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#27 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#28 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce
#29 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
models 1/1024 48/49152 ( 0.1%)
brushes 396/8192 4752/98304 ( 4.8%)
brushsides 2636/65536 21088/524288 ( 4.0%)
planes 628/65536 12560/1310720 ( 1.0%)
vertexes 1996/65536 23952/786432 ( 3.0%)
nodes 738/65536 23616/2097152 ( 1.1%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 5/2048 160/65536 ( 0.2%)
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 1186/65536 66416/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 807/65536 45192/3670016 ( 1.2%)
leaves 740/65536 23680/2097152 ( 1.1%)
leaffaces 1211/65536 2422/131072 ( 1.8%)
leafbrushes 958/65536 1916/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8599/512000 34396/2048000 ( 1.7%)
edges 5128/256000 20512/1024000 ( 2.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 70/32768 700/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1383/65536 2766/131072 ( 2.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 69732/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14525/16777216 ( 0.1%)
entdata [variable] 801/393216 ( 0.2%)
LDR ambient table 740/65536 2960/262144 ( 1.1%)
HDR ambient table 740/65536 2960/262144 ( 1.1%)
LDR leaf ambient 1844/65536 51632/1835008 ( 2.8%)
HDR leaf ambient 740/65536 20720/1835008 ( 1.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 212010/0 ( 0.0%)
physics [variable] 134021/4194304 ( 3.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3048
Writing c:\program files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.bsp
10 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.bsp" "c:\Program Files (x86)\steam\steamapps\feces_everywhere\pirates, vikings, and knights ii\pvkii\maps\tw_breaker_v5.bsp"
If this is not enough I will provide the VMF. This problem is quite a delay in my effort to complete this map.
Comments
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
I really don't have the slightest clue about this, I would google search about that error.
I would try using different textures in your map besides all the orange and see if that fixes the problem.
Click For Banjo Boys Maps
the first pic looks as if it would be model shadow from a model somewhere
about the 2nd i´ve no clue.. can´t really see whats wrong..
make screens with spectator and mat_crosshair 0
i´m kinda sure this hasn´t to do with compile issues but with some weird shadow placing from the engine.. maybe lower the lightgrid on the floor and look again
Lights.rad is something you need not worry about unless you add in your own file. You check the lightmap values for the textures?
Do you have these essential entities in the map?
info_pvk
shadow_control
logic_auto
light_environment
env_tonemap_controller
Screenshots of those properties?
What kind of settings did you have for the compile?
Co-Lead | Level Designer
Lights.rad is something you need not worry about unless you add in your own file. You check the lightmap values for the textures?
Do you have these essential entities in the map?
info_pvk
shadow_control
logic_auto
light_environment
env_tonemap_controller
Screenshots of those properties?
What kind of settings did you have for the compile?
No, I didn't check interlopers.net for this solution.
The lightmap values for all textures are 16.
I have 'info_pvk' but none of those other entities. I was going to add a 'light_environment' later on. Currently I am using two 'light' entities. I also have no skybox. What do I do with those other entities?
Don't have any properties so no screenshots.
Everything in the compiler is set to 'Normal'. There is no HDR.
I've been working on this for hours today and still haven't fixed it.
..if nothing works, you could just call the map pvk_crazy_light
If you'd like I could take a look at the vmf and try to fix it. I've dealt with a lot of lighting issues since I've started mapping, I think I've fixed the 2nd picture a bunch of times, the first one might be tricky but with time I/We could figure it out.
tw_breaker_v5.vmf
I tried my best to fix the lighting, the lighting in the middle still is bleeding on the wall a bit, but with a bit more tweaking it can be fixed even more. I tried to make it look as soft as it can be, the hallways are shorter than I expected them to be so try experimenting some more, the light directly on the spawn looks completely horrid and can only be fixed if you raise the ceiling. Sorry if I didn't completely solve your problem, but, hopefully you will look at how much the brightness of the light actually is compared to your version. If you still don't know what I'm talking about here you go.
http://cloud.steampowered.com/ugc/57893167...D7ABDEF63E855A/
and a tutorial if you still are having trouble with lighting
http://mapdb.obsidianconflict.net/tutorial...sons-and-lectur
The tutorial is hosted on my oc website but this tutorial is for the source engine in general so hopefully it helps.
Co-Lead | Level Designer