Crazy Light

edited 6:10AM in Community Maps
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:

image

image

Here is the compile log:

CODE

** 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

  • Banjo BoyBanjo Boy Pickin' to Beat the Devil PVKII Team, Authorized Creator
    edited August 2011
    After looking at your compile log's VRAD section I came across this:

    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.
  • TschoppoTschoppo the choppin´ Senior
    edited 6:10AM
    nah that error is nonsens doesn´t harm

    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

    slugsig.jpg

  • edited 6:10AM
    There are no models in the map. There are orange textures for now because this is an early version of the map. I don't know if the VRAD issue has to do with it but I could compile a slightly older version and compare logs. I actually forgot why I uploaded the second screenshot. Looks fine to me.
  • TschoppoTschoppo the choppin´ Senior
    edited August 2011
    the VRAD issue appears in all my logs.. have no clue about the cause but it does nothing

    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

    slugsig.jpg

  • ColonelColonel Finger Lickin' Good PVKII Team
    edited 6:10AM
    First question - did you check interlopers.net for a solution or similar problem?

    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

  • edited August 2011
    QUOTE (Colonel Sanders @ Aug 17 2011, 03:56 PM) »
    First question - did you check interlopers.net for a solution or similar problem?

    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.
  • GourdainGourdain Senior
    edited 6:10AM
    Maybe this problem is due to lighting in source not being perfect and not in real-time?
    Gourdain the guardian!
    image
  • worstworst Senior
    edited 6:10AM
    You could try using the Cordon tool in hammer, to see wether the shadow appears even when you cut off the rest of the map.


    ..if nothing works, you could just call the map pvk_crazy_light tongue.gif (replacing the prefix with the appropiate gamemode)
  • DominicDominic Senior
    edited 6:10AM
    I think the light bleeding into the ceiling is because the light is a little too high, if not try using a light_spot with the same color but a little more brightness pointing downward and one pointing upward in the middle of the room.
  • edited 6:10AM
    Thank you all for help. None of it has solved the problem though. I would move on but that light is so disturbing that I cannot. I don't know what I should do and I don't want to have to give up on the map.
  • DominicDominic Senior
    edited 6:10AM
    QUOTE (BeansPants @ Aug 19 2011, 05:36 PM) »
    Thank you all for help. None of it has solved the problem though. I would move on but that light is so disturbing that I cannot. I don't know what I should do and I don't want to have to give up on the map.


    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.
  • edited 6:10AM
    Okay! I'll just release it publicly!!

    tw_breaker_v5.vmf
  • DominicDominic Senior
    edited August 2011
    http://www.gamefront.com/files/20694615/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.
  • edited 6:10AM
    It looks all right I suppose. I probably shouldn't do too much with lighting yet since it is still a layout version of the map. I'll try my best to ignore the disgusting light then try improving it later on.
  • ColonelColonel Finger Lickin' Good PVKII Team
    edited 6:10AM
    QUOTE (BeansPants @ Aug 19 2011, 07:23 PM) »
    It looks all right I suppose. I probably shouldn't do too much with lighting yet since it is still a layout version of the map. I'll try my best to ignore the disgusting light then try improving it later on.

    icon_agapirate.gif

    Co-Lead | Level Designer

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