• To bright reflections
    22 replies, posted
if i compile my map with VIS and RAD set to normal and HDR enable, all reflective surfaces in the map gets super bright. You cant even see the texture it is just white. heres the log: ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\median555\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\median555\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\median555\garrysmod\garrysmod\maps\i love" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files (x86)\steam\steamapps\median555\half-life 2\hl2\materials Loading C:\Program Files (x86)\Steam\steamapps\median555\garrysmod\garrysmod\maps\i love.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) **** leaked **** Entity func_movelinear (-956.00 -2760.00 -24.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, 7680.0, -144.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0, 8192.0, -144.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, 8192.0, -144.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, 6656.0, -144.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3256.0, 6144.0, -408.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3768.0, 6144.0, -408.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3264.0, 6144.0, 5000.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3776.0, 6144.0, 5000.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day02_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day02_01rt" Can't load skybox file skybox/sky_day02_01 to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 material "props/wall_map_01" not found Building Physics collision data... done (1) (1411846 bytes) Static prop models/props_lab/walllight001a.mdl outside the map (2794.00, 2066.33, -2510.99) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 12015 texinfos to 6738 Reduced 158 texdatas to 133 (6878 bytes to 6054) Writing C:\Program Files (x86)\Steam\steamapps\median555\garrysmod\garrysmod\maps\i love.bsp 9 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\median555\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\median555\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\median555\garrysmod\garrysmod\maps\i love" Valve Software - vvis.exe (Nov 8 2007) 4 threads reading c:\program files (x86)\steam\steamapps\median555\garrysmod\garrysmod\maps\i love.bsp reading c:\program files (x86)\steam\steamapps\median555\garrysmod\garrysmod\maps\i love.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\median555\garrysmod\garrysmod\maps\i love.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\median555\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\median555\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\median555\garrysmod\garrysmod\maps\i love" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\median555\garrysmod\garrysmod\maps\i love.bsp No vis information, direct lighting only. 18549 faces 5 degenerate faces 6323240 square feet [910546560.00 square inches] 4 displacements 45167 square feet [6504108.50 square inches] 136 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (183) Build Patch/Sample Hash Table(s).....Done<0.2164 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. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 136/1024 6528/49152 (13.3%) brushes 4896/8192 58752/98304 (59.8%) brushsides 55600/65536 444800/524288 (84.8%) VERY FULL! planes 13786/65536 275720/1310720 (21.0%) vertexes 21200/65536 254400/786432 (32.3%) nodes 11006/65536 352192/2097152 (16.8%) texinfos 6738/12288 485136/884736 (54.8%) texdata 133/2048 4256/65536 ( 6.5%) dispinfos 4/0 704/0 ( 0.0%) disp_verts 1156/0 23120/0 ( 0.0%) disp_tris 2048/0 4096/0 ( 0.0%) disp_lmsamples 75932/0 75932/0 ( 0.0%) faces 18549/65536 1038744/3670016 (28.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 12311/65536 689416/3670016 (18.8%) leaves 11143/65536 356576/2097152 (17.0%) leaffaces 19670/65536 39340/131072 (30.0%) leafbrushes 8242/65536 16484/131072 (12.6%) areas 4/256 32/2048 ( 1.6%) surfedges 121790/512000 487160/2048000 (23.8%) edges 72507/256000 290028/1024000 (28.3%) LDR worldlights 136/8192 11968/720896 ( 1.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 1180/32768 11800/327680 ( 3.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 17928/65536 35856/131072 (27.4%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 10224372/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 165432/393216 (42.1%) LDR leaf ambient 11143/65536 267432/1572864 (17.0%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/3062 ( 0.0%) pakfile [variable] 187238/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 1411846/4194304 (33.7%) ==== Total Win32 BSP file data space used: 17221346 bytes ==== Total triangle count: 38670 Writing c:\program files (x86)\steam\steamapps\median555\garrysmod\garrysmod\maps\i love.bsp 3 minutes, 9 seconds elapsed Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\median555\garrysmod\garrysmod\maps\i love.bsp No vis information, direct lighting only. 18549 faces 5 degenerate faces 6323240 square feet [910546560.00 square inches] 4 displacements 45167 square feet [6504108.50 square inches] 136 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (186) Build Patch/Sample Hash Table(s).....Done<0.2138 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 136/1024 6528/49152 (13.3%) brushes 4896/8192 58752/98304 (59.8%) brushsides 55600/65536 444800/524288 (84.8%) VERY FULL! planes 13786/65536 275720/1310720 (21.0%) vertexes 21200/65536 254400/786432 (32.3%) nodes 11006/65536 352192/2097152 (16.8%) texinfos 6738/12288 485136/884736 (54.8%) texdata 133/2048 4256/65536 ( 6.5%) dispinfos 4/0 704/0 ( 0.0%) disp_verts 1156/0 23120/0 ( 0.0%) disp_tris 2048/0 4096/0 ( 0.0%) disp_lmsamples 75932/0 75932/0 ( 0.0%) faces 18549/65536 1038744/3670016 (28.3%) hdr faces 18549/65536 1038744/3670016 (28.3%) origfaces 12311/65536 689416/3670016 (18.8%) leaves 11143/65536 356576/2097152 (17.0%) leaffaces 19670/65536 39340/131072 (30.0%) leafbrushes 8242/65536 16484/131072 (12.6%) areas 4/256 32/2048 ( 1.6%) surfedges 121790/512000 487160/2048000 (23.8%) edges 72507/256000 290028/1024000 (28.3%) LDR worldlights 136/8192 11968/720896 ( 1.7%) HDR worldlights 136/8192 11968/720896 ( 1.7%) waterstrips 1180/32768 11800/327680 ( 3.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 17928/65536 35856/131072 (27.4%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 10224372/0 ( 0.0%) HDR lightdata [variable] 10224372/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 165432/393216 (42.1%) LDR leaf ambient 11143/65536 267432/1572864 (17.0%) HDR leaf ambient 11143/65536 267432/1572864 (17.0%) 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] 1/3062 ( 0.0%) pakfile [variable] 187238/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 1411846/4194304 (33.7%) ==== Total Win32 BSP file data space used: 28763862 bytes ==== Total triangle count: 38670 Writing c:\program files (x86)\steam\steamapps\median555\garrysmod\garrysmod\maps\i love.bsp 3 minutes, 11 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\median555\garrysmod\garrysmod\maps\i love.bsp" "c:\program files (x86)\steam\steamapps\median555\half-life 2\hl2\maps\i love.bsp" Any help?
Try taking the compile log to here: [url]http://www.interlopers.net/index.php?page=errors[/url] You have a lot of errors, try fixing your leak first of all. Press map>loadpointfile and block the redline from going outside the map. Your map is "i love" Try taking the space out and filling it with something else so it looks like i_love or i-love or iLove or something. Also your save path is "garrysmod\[B]garrysmo d[/B]\maps"?
Read the sticky, it's bound to have a tutorial on cubemaps.
[QUOTE=Firegod522;17779761]Try taking the compile log to here: [url]http://www.interlopers.net/index.php?page=errors[/url] You have a lot of errors, try fixing your leak first of all. Press map>loadpointfile and block the redline from going outside the map. Your map is "i love" Try taking the space out and filling it with something else so it looks like i_love or i-love or iLove or something. Also your save path is "garrysmod\[B]garrysmo d[/B]\maps"?[/QUOTE] The space is caused by forum formatting when the log is not inside code tags, ignore it.
I don't know much about compile logs but the first one is that he is "running" a Gmod config and I see a whole load of these FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3776.0, 6144.0, 5000.0)
Ok.. Leak: go to those co-ordinates and find the hole to the void. If you can't see it, load the pointfile and follow the red line. Where the line goes, the hole will be. Space in the filename: Do not use spaces or dots in you file name. Underscores are preferable. So instead of i love, use i_love. The portalside errors will clear up when fixing the leak. Missing texture "props/wall_map_01" The bright stuff is caused by a lack of cubemaps on the map. Place a env_cubmap in your map, then type buildcubemaps into the console while ingame. You will only need to do that once, or whenever you add more env_cubemaps.
[QUOTE=IronPhoenix;17783458] The bright stuff is caused by a lack of cubemaps on the map. Place a env_cubmap in your map, then type buildcubemaps into the console while ingame. You will only need to do that once, or whenever you add more env_cubemaps.[/QUOTE] I do have cubemaps in my map. When i build them it only changes the brightness a little bit. thx for the answers. I will get back to you when i solve the problem.
i fixed the leaks but still the same problem. i think this is the problem: material "skybox/sky_ep01_01rt" not found Can't load skybox file skybox/sky_ep01_01 to build the default cubemap! No such variable "$hdrbasetexture" for material "___error" Can't load skybox file skybox/sky_ep01_01 to build the default cubemap! tried with different skyboxes but it always say the same
[QUOTE=mediaan;17792880]i fixed the leaks but still the same problem. i think this is the problem: material "skybox/sky_ep01_01rt" not found Can't load skybox file skybox/sky_ep01_01 to build the default cubemap! No such variable "$hdrbasetexture" for material "___error" Can't load skybox file skybox/sky_ep01_01 to build the default cubemap! tried with different skyboxes but it always say the same[/QUOTE] That is not the error. Are you using custom textures?
[QUOTE=Firegod522;17792938]That is not the error. Are you using custom textures?[/QUOTE] Nope but want to
Do you have your tonemaps and logic autos in your map as well?
yes i do
Sorry I can't help, I have no clue what would cause this, maybe some others will be able to help.
thanks anyway
Did you put _hdr in the end of the sky name? Or use a different sky texture.
[QUOTE=mediaan;17792880]i fixed the leaks but still the same problem. i think this is the problem: material "skybox/sky_ep01_01rt" not found Can't load skybox file skybox/sky_ep01_01 to build the default cubemap! No such variable "$hdrbasetexture" for material "___error" Can't load skybox file skybox/sky_ep01_01 to build the default cubemap! tried with different skyboxes but it always say the same[/QUOTE] That's only because VBSP doesn't load skyboxes from the GCF when it's building default cubemaps. Just ignore it, because default cubemaps are terrible anyway.
[QUOTE=CoLD_IcE;17799910]Did you put _hdr in the end of the sky name? Or use a different sky texture.[/QUOTE] Tried both, none of them work
Often you have to restart the whole engine (game) after you've built cubemaps, try that. Other than that make sure you put the cubemaps correctly. Where it's dark there should be one and where it's bright there should be one. Think like this: materials sample reflections from the NEAREST cubemap.
it kinda looks better but if you view it from the right angle its still very bright [IMG]http://img101.imageshack.us/img101/451/ilove0062.jpg[/IMG] [IMG]http://img101.imageshack.us/img101/401/ilove0061.jpg[/IMG]
Not sure if this is the cause but whats your lightmap scale on the face that is really shinny
[QUOTE=mediaan;17841409]it kinda looks better but if you view it from the right angle its still very bright [IMG]http://img101.imageshack.us/img101/451/ilove0062.jpg[/IMG] [IMG]http://img101.imageshack.us/img101/401/ilove0061.jpg[/IMG][/QUOTE] Make sure it's not a model texture, they tend to look bright from one angle and normal from another. They usually have "prop" or "model" somewhere in the name. If it is, change it. [QUOTE=Firegod522;17842419]Not sure if this is the cause but whats your lightmap scale on the face that is really shinny[/QUOTE] It doesn't matter.
Do this in this order in game after compiling. sv_cheats 1 mat_reloadallmaterials buildcubemaps <restart level> sv_cheats 1 mat_reloadallmaterials That USUALLY works for me
First: I'm sorry for making the thread cold Second: i found out what my problem was. I simply suck at hdr lighting. Tried to compile without hdr and build cubemaps and voila, it worked. thx for all the help. i really appreciate it p.s: I'll be releasing the map in a couple of month.
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