• Map lighting
    46 replies, posted
  • After fixing all my other issues in my map I have ran into yet another. Npcs, Players, Tools\weapons, and props Don't get lit up and it stays dark unless you shine a flashlight on it. I know that its not a game problem but a problem with my lighting and im still a noob at lighting and other stuff like that so im asking for some help with lighting thanks.
  • [QUOTE=sphinxa279;32817488]Is your light being calculated when you compile the map?[/QUOTE] I think so dunno let me get my compile log. ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\jneidlow151\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrysmod" "I:\Game's and programs from TPB\My map\New_party_map.vmf" Valve Software - vbsp.exe (Oct 14 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrysmod\materials Loading I:\Game's and programs from TPB\My map\New_party_map.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/new_party_map/nature/blenddirtgrass001b_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 (1) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing I:\Game's and programs from TPB\My map\New_party_map.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.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) (124791 bytes) Error! To use model "models/props_c17/furnituremattress001a.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_c17/furnituremattress001a.mdl"! Error! prop_static using model "models/props_c17/furnituredresser001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnituredresser001a.mdl"! Error! prop_static using model "models/props_c17/furniturebed001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturebed001a.mdl"! Error! prop_static using model "models/props_interiors/furniture_couch02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/furniture_couch02a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 297 texinfos to 212 Reduced 45 texdatas to 40 (1181 bytes to 970) Writing I:\Game's and programs from TPB\My map\New_party_map.bsp 5 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\jneidlow151\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrysmod" "I:\Game's and programs from TPB\My map\New_party_map" Valve Software - vvis.exe (Oct 14 2011) 4 threads reading i:\game's and programs from tpb\my map\New_party_map.bsp reading i:\game's and programs from tpb\my map\New_party_map.prt 1414 portalclusters 4171 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (99) Optimized: 6422 visible clusters (0.00%) Total clusters visible: 361866 Average clusters visible: 255 Building PAS... Average clusters audible: 899 visdatasize:382692 compressed from 520352 writing i:\game's and programs from tpb\my map\New_party_map.bsp 1 minute, 42 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\jneidlow151\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrysmod" "I:\Game's and programs from TPB\My map\New_party_map" Valve Software - vrad.exe SSE (Oct 14 2011) 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\jneidlow151\sourcesdk\bin\orangebox\bin\lights.rad. Loading i:\game's and programs from tpb\my map\New_party_map.bsp Setting up ray-trace acceleration structure... Done (0.40 seconds) 4597 faces 7 degenerate faces 5626663 square feet [810239552.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 4590 patches before subdivision zero area child patch zero area child patch 135964 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16) transfers 9996083, max 599 transfer lists: 76.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(1782, 2176, 1667) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(38, 36, 20) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(3, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0818 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) 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 (23) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 21/1024 1008/49152 ( 2.1%) brushes 322/8192 3864/98304 ( 3.9%) brushsides 2628/65536 21024/524288 ( 4.0%) planes 2670/65536 53400/1310720 ( 4.1%) vertexes 6616/65536 79392/786432 (10.1%) nodes 3071/65536 98272/2097152 ( 4.7%) texinfos 212/12288 15264/884736 ( 1.7%) texdata 40/2048 1280/65536 ( 2.0%) 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 4597/65536 257432/3670016 ( 7.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1210/65536 67760/3670016 ( 1.8%) leaves 3093/65536 98976/2097152 ( 4.7%) leaffaces 5187/65536 10374/131072 ( 7.9%) leafbrushes 1882/65536 3764/131072 ( 2.9%) areas 2/256 16/2048 ( 0.8%) surfedges 26678/512000 106712/2048000 ( 5.2%) edges 14404/256000 57616/1024000 ( 5.6%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 475/32768 4750/327680 ( 1.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7212/65536 14424/131072 (11.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4617520/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 382692/16777216 ( 2.3%) entdata [variable] 16938/393216 ( 4.3%) LDR ambient table 3093/65536 12372/262144 ( 4.7%) HDR ambient table 3093/65536 12372/262144 ( 4.7%) LDR leaf ambient 4419/65536 123732/1835008 ( 6.7%) HDR leaf ambient 3093/65536 86604/1835008 ( 4.7%) 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] 1/2376 ( 0.0%) pakfile [variable] 175224/0 ( 0.0%) physics [variable] 124791/4194304 ( 3.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 12630 Writing i:\game's and programs from tpb\my map\New_party_map.bsp 1 minute, 8 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "I:\Game's and programs from TPB\My map\New_party_map.bsp" "c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrysmod\maps\New_party_map.bsp"
  • [QUOTE=Other650;32817571] ** Executing... ** Command: Copy File ** Parameters: "I:\Game's and programs from [B]TPB[/B]\My map\New_party_map.bsp" "c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrysmod\maps\New_party_map.bsp"[/QUOTE] Torrenting games isn't good.
  • [QUOTE=munch;32820868]Torrenting games isn't good.[/QUOTE] Its not The Pirate Bay its my friends initials not the first time it has been mistaken. But really back on topic please my lighting is screwed up.
  • [QUOTE=munch;32820868]Torrenting games isn't good.[/QUOTE] jumping to conclusions are we
  • [QUOTE=Other650;32823739]Its not The Pirate Bay its my friends initials not the first time it has been mistaken. But really back on topic please my lighting is screwed up.[/QUOTE] Link steam account then...
  • [QUOTE=Best4bond;32824777]Link steam account then...[/QUOTE] Who ever said they have Steam? Just because his name showed up doesn't mean that he has Steam alot of my friends don't have steam or even know what Steam is. Stay on topic please this lighting is annoying.
  • [QUOTE=Other650;32826625]Who ever said they have Steam? Just because his name showed up doesn't mean that he has Steam alot of my friends don't have steam or even know what Steam is. Stay on topic please this lighting is annoying.[/QUOTE] He meant link your steam account. As for the problem goes, I have never heard of that problem before. And if you were using a cracked steam/game it could be the reason for all I know.
  • [QUOTE=Other650;32826625]Who ever said they have Steam? Just because his name showed up doesn't mean that he has Steam alot of my friends don't have steam or even know what Steam is. Stay on topic please this lighting is annoying.[/QUOTE] If he doesn't have a steam account, he doesn't have a legal copy of whatever he is building the map in.
  • [QUOTE=IronPhoenix;32827136]If he doesn't have a steam account, he doesn't have a legal copy of whatever he is building the map in.[/QUOTE] Since TF2 became F2P Valve have made the Source SDK available with it as well. Which means he could have gotten TF2 and the SDK then just Pirate HL2, GMod etc.
  • [QUOTE=sphinxa279;32827249]Since TF2 became F2P Valve have made the Source SDK available with it as well. Which means he could have gotten TF2 and the SDK then just Pirate HL2, GMod etc.[/QUOTE] Point, but would the pirated games show on steam?
  • [QUOTE=IronPhoenix;32827693]Point, but would the pirated games show on steam?[/QUOTE] Nope. As above, he would get tf2 for free that would PROBABLY come with SDK, map then test in his pirated GMOD.
  • [QUOTE=RustyC;32827189]Are you sure you have enough lights?[/QUOTE]Yes im sure I have 5 lights Should I take and put them in corners? Stop with the "Its a pirated account" stuff its not pirated I bought my games I will link you to MY steam account now. Now really please just help me. Here it is- [url]http://steamcommunity.com/id/Peavy[/url] Check it out all valid.
  • Could you post a picture of the map? I get the feeling there isn't enough light in the room but I can't be sure unless I can see a picture.
  • [QUOTE=RustyC;32833148]Could you post a picture of the map? I get the feeling there isn't enough light in the room but I can't be sure unless I can see a picture.[/QUOTE] Alrighty next time I get on I will get a pic of it right now im just working on other stuff with it. Compiling is annoying and I don't feel like sitting through it.
  • [QUOTE=Other650;32832621]Yes im sure I have 5 lights Should I take and put them in corners? *random stuff about people hating and thinking you're a pirate or something* [/QUOTE] Maybe make sure the lights aren't inside something, and that their brightness value is appreciably high and basic stuff like that, some people have been having issues with the source sdk after Valve updated it. I ran into a similar issue a few days ago, except static and physics props were the only things that had lighting, and that was with the 2009 engine.
  • [QUOTE=G-Enigma;32833223]Maybe make sure the lights aren't inside something, and that their brightness value is appreciably high and basic stuff like that, some people have been having issues with the source sdk after Valve updated it. I ran into a similar issue a few days ago, except static and physics props were the only things that had lighting, and that was with the 2009 engine.[/QUOTE]Yea Valves latest update broke ALOT of things but that's not the point here. I made sure that the lights are not inside anything so I know thats not it, the brightness and everything is up so im really not for sure whats going on.
  • [QUOTE=Other650;32834383]Yea Valves latest update broke ALOT of things but that's not the point here. I made sure that the lights are not inside anything so I know thats not it, the brightness and everything is up so im really not for sure whats going on.[/QUOTE] Well then how do you know that the problem is not update-related? Anyway, maybe you could test whether or not skybox-based lighting works. And about compiling, how big is your map, anyway? Does it take [I]that[/I] long to compile?
  • [QUOTE=G-Enigma;32835475]Well then how do you know that the problem is not update-related? Anyway, maybe you could test whether or not skybox-based lighting works. And about compiling, how big is your map, anyway? Does it take [I]that[/I] long to compile?[/QUOTE] Well all of the sudden I can't get past portal flow so never. One problem after another.
  • After you get past portal flow issue (which is due to improper optimization) you should move the map to a folder without a apostrophe and compile.
  • [QUOTE=cani;32838268]After you get past portal flow issue (which is due to improper optimization) you should move the map to a folder without a apostrophe and compile.[/QUOTE] So that one little character can be messing with my lighting?
  • [QUOTE=Other650;32838864]So that one little character can be messing with my lighting?[/QUOTE] No. The only time punctuation should not be used is in the map name.
  • Ok so were back at square one withh not much of an answer Im working on getting a screeny of my map or a .vtf if requested.
  • Just noticed that your lights.rad isn't found, can't remember for the life of me if this is a major error? [editline]18th October 2011[/editline] i think it's just for textured lighting actually...
  • Alright now I got it so when your near the light you can see your tools. Any settings I should change in the lights?
  • [QUOTE=Other650;32850411]Alright now I got it so when your near the light you can see your tools. Any settings I should change in the lights?[/QUOTE] It could be any number of things causing this and it is pretty impossible to guess what is wrong without a picture of the map. However, I will take several random shots in the dark. 1) Are the room's textures custom made? 2) Is the light entity inside a brush or prop? 3) Is the brightness of the light higher than 50? 4) Were there any ingame errors? 5) Is the light entity either a light, light_enviroment or light_spot? 6) Is the light named? 7) Is the 'initially dark' flag ticked? 8) Do you have any cubemaps? 9) Does this error occur on every light or just the one?