• Light_environment not working
    27 replies, posted
Hello, i have problem with my Light_environment. It doesnt update, i have deleted, remade and used voodoo magicks but it still doesnt update. It just shows old settings of Light_environment, i only have 1 Light_environment. Check for problems doesnt show anything. Here is the compile log: [code] ** Executing... ** Command: "d:\program files\steam\steamapps\tursikas\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2" "d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2\materials Loading d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.vmf Patching WVT material: maps/citytestlight/nature/blendrubbledirt001a_wvt_patch Patching WVT material: maps/citytestlight/nature/blenddirtgrass001a_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 3026 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (842941 bytes) 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 6307 texinfos to 3764 Reduced 87 texdatas to 69 (2339 bytes to 1699) Writing d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp 3 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\tursikas\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -fast -game "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2" "d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight" Valve Software - vvis.exe (May 19 2009) fastvis = true 2 threads reading d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp reading d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.prt 648 portalclusters 2082 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 9994 visible clusters (0.00%) Total clusters visible: 326536 Average clusters visible: 503 Building PAS... Average clusters audible: 636 visdatasize:106612 compressed from 114048 writing d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp 0 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\tursikas\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -bounce 2 -noextra -game "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2" "d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp Setting up ray-trace acceleration structure... Done (2.40 seconds) 12430 faces 15 degenerate faces 1060569 square feet [152722000.00 square inches] 319 Displacements 117768 Square Feet [16958730.00 Square Inches] 12415 patches before subdivision zero area child patch zero area child patch 375181 patches after subdivision sun extent from map=0.000000 61 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (79) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (243) transfers 94892415, max 3351 transfer lists: 724.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #1 added RGB(156332, 140879, 77666) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #2 added RGB(20865, 16985, 6891) Build Patch/Sample Hash Table(s).....Done<0.2957 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19) 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 (18) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 2454/8192 29448/98304 (30.0%) brushsides 17805/65536 142440/524288 (27.2%) planes 8478/65536 169560/1310720 (12.9%) vertexes 21095/65536 253140/786432 (32.2%) nodes 1618/65536 51776/2097152 ( 2.5%) texinfos 3764/12288 271008/884736 (30.6%) texdata 69/2048 2208/65536 ( 3.4%) dispinfos 319/0 56144/0 ( 0.0%) disp_verts 8647/0 172940/0 ( 0.0%) disp_tris 11360/0 22720/0 ( 0.0%) disp_lmsamples 313296/0 313296/0 ( 0.0%) faces 12430/65536 696080/3670016 (19.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 7124/65536 398944/3670016 (10.9%) leaves 1622/65536 51904/2097152 ( 2.5%) leaffaces 14745/65536 29490/131072 (22.5%) leafbrushes 4805/65536 9610/131072 ( 7.3%) areas 3/256 24/2048 ( 1.2%) surfedges 90157/512000 360628/2048000 (17.6%) edges 54038/256000 216152/1024000 (21.1%) LDR worldlights 61/8192 5368/720896 ( 0.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 1513/32768 15130/327680 ( 4.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 30381/65536 60762/131072 (46.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 23658652/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 106612/16777216 ( 0.6%) entdata [variable] 103582/393216 (26.3%) LDR ambient table 1622/65536 6488/262144 ( 2.5%) HDR ambient table 1622/65536 6488/262144 ( 2.5%) LDR leaf ambient 6966/65536 195048/1835008 (10.6%) HDR leaf ambient 1622/65536 45416/1835008 ( 2.5%) 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] 1/404 ( 0.2%) pakfile [variable] 176372/0 ( 0.0%) physics [variable] 842941/4194304 (20.1%) physics terrain [variable] 67883/1048576 ( 6.5%) Level flags = 0 Total triangle count: 37060 Writing d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp 6 minutes, 6 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp" "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2\maps\citytestlight.bsp" ** Executing... ** Command: "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\hl2.exe" ** Parameters: -allowdebug -game "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2" +map "citytestlight" [/code]
[url]http://www.interlopers.net/errors/index.php[/url] You have 3 errors you might want to fix. Mabye that might help you.
[QUOTE=nerdygamer;18303988][url]http://www.interlopers.net/errors/index.php[/url] You have 3 errors you might want to fix. Mabye that might help you.[/QUOTE] Yeah, but only 2 problems are seen in fix as "Generally, this error may be ignored" cant they really be that much of a problem? Third is ignored.
Even if they're not the cause of the problem you should fix any errors in the map.
That depends entirely on your definition of "errors", 1 of those "errors" is more of a notification (using fast vvis), the zero area child patch is a warning mroe than anything else, just fix those displacements.
[QUOTE=nask;18301570]Hello, i have problem with my Light_environment. I doesnt update, i have deleted, remade and used voodoo magicks but it still doesnt update. It just shows old settings of Light_environment, i only have 1 Light_environment. Check for problems doesnt show anything. Here is the compile log: [code] ** Executing... ** Command: "d:\program files\steam\steamapps\tursikas\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2" "d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2\materials Loading d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.vmf Patching WVT material: maps/citytestlight/nature/blendrubbledirt001a_wvt_patch Patching WVT material: maps/citytestlight/nature/blenddirtgrass001a_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 3026 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (842941 bytes) 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 6307 texinfos to 3764 Reduced 87 texdatas to 69 (2339 bytes to 1699) Writing d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp 3 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\tursikas\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -fast -game "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2" "d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight" Valve Software - vvis.exe (May 19 2009) fastvis = true 2 threads reading d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp reading d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.prt 648 portalclusters 2082 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 9994 visible clusters (0.00%) Total clusters visible: 326536 Average clusters visible: 503 Building PAS... Average clusters audible: 636 visdatasize:106612 compressed from 114048 writing d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp 0 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\tursikas\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -bounce 2 -noextra -game "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2" "d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp Setting up ray-trace acceleration structure... Done (2.40 seconds) 12430 faces 15 degenerate faces 1060569 square feet [152722000.00 square inches] 319 Displacements 117768 Square Feet [16958730.00 Square Inches] 12415 patches before subdivision zero area child patch zero area child patch 375181 patches after subdivision sun extent from map=0.000000 61 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (79) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (243) transfers 94892415, max 3351 transfer lists: 724.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #1 added RGB(156332, 140879, 77666) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #2 added RGB(20865, 16985, 6891) Build Patch/Sample Hash Table(s).....Done<0.2957 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19) 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 (18) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 2454/8192 29448/98304 (30.0%) brushsides 17805/65536 142440/524288 (27.2%) planes 8478/65536 169560/1310720 (12.9%) vertexes 21095/65536 253140/786432 (32.2%) nodes 1618/65536 51776/2097152 ( 2.5%) texinfos 3764/12288 271008/884736 (30.6%) texdata 69/2048 2208/65536 ( 3.4%) dispinfos 319/0 56144/0 ( 0.0%) disp_verts 8647/0 172940/0 ( 0.0%) disp_tris 11360/0 22720/0 ( 0.0%) disp_lmsamples 313296/0 313296/0 ( 0.0%) faces 12430/65536 696080/3670016 (19.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 7124/65536 398944/3670016 (10.9%) leaves 1622/65536 51904/2097152 ( 2.5%) leaffaces 14745/65536 29490/131072 (22.5%) leafbrushes 4805/65536 9610/131072 ( 7.3%) areas 3/256 24/2048 ( 1.2%) surfedges 90157/512000 360628/2048000 (17.6%) edges 54038/256000 216152/1024000 (21.1%) LDR worldlights 61/8192 5368/720896 ( 0.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 1513/32768 15130/327680 ( 4.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 30381/65536 60762/131072 (46.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 23658652/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 106612/16777216 ( 0.6%) entdata [variable] 103582/393216 (26.3%) LDR ambient table 1622/65536 6488/262144 ( 2.5%) HDR ambient table 1622/65536 6488/262144 ( 2.5%) LDR leaf ambient 6966/65536 195048/1835008 (10.6%) HDR leaf ambient 1622/65536 45416/1835008 ( 2.5%) 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] 1/404 ( 0.2%) pakfile [variable] 176372/0 ( 0.0%) physics [variable] 842941/4194304 (20.1%) physics terrain [variable] 67883/1048576 ( 6.5%) Level flags = 0 Total triangle count: 37060 Writing d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp 6 minutes, 6 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "d:\program files\steam\steamapps\tursikas\sourcesdk_content\ep2\mapsrc\citytestlight.bsp" "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2\maps\citytestlight.bsp" ** Executing... ** Command: "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\hl2.exe" ** Parameters: -allowdebug -game "d:\program files\steam\steamapps\tursikas\half-life 2 episode two\ep2" +map "citytestlight" [/code][/QUOTE] I usually attribute problems like this to Hammer "going weird" (often after crashed compilations) and solve it by copying the entire contents of the map and pasting to a new file. Has worked every time I've discovered a strange problem with non-updating entities or entities appearing where they shouldn't be. At worst, it's worth a try.
Have you set the pitch on the light_env?
Sorry for the late responses. [QUOTE=bunglist;18313436]I usually attribute problems like this to Hammer "going weird" (often after crashed compilations) and solve it by copying the entire contents of the map and pasting to a new file. Has worked every time I've discovered a strange problem with non-updating entities or entities appearing where they shouldn't be. At worst, it's worth a try.[/QUOTE] Didnt show anything new on compile log or Check problems. [QUOTE=metallics;18317484]Have you set the pitch on the light_env?[/QUOTE] Yes i have. The displacement problem only affects the displacement so the light is not smoothed properly, but still when i deleted all of my displacements (I have alot of displacement detail in 3D skybox, i tried to look for the displacement that is "broken" but didnt find.) and compiled the Light_environment still didnt work. Light_environment is working in 3D skybox tho (And there is no second Light_environment in there, as it is not needed) and it works on models in the map. [media] [url]http://ltsp.ekami.fi/JouniVillberg/Opinnaytetyo/citylighttest0001.jpg[/url] [/media]
map -> entity report, ensure you really do have only one light_env, its all I can think of.
[QUOTE=metallics;18364467]map -> entity report, ensure you really do have only one light_env, its all I can think of.[/QUOTE] Only 1 in there, this problem confuses and irritates me alot.
Tried putting it in the "real" world?
[QUOTE=Dj-J3;18365219]Tried putting it in the "real" world?[/QUOTE] If you by that mean putting light_environment in the gameplay area, it is already in there. But it is just lightning the 3D skybox and props in the gameplay area.
Is it inside/intersecting a brush?
[QUOTE=HiddenMyst;18380363]Is it inside/intersecting a brush?[/QUOTE] Nope, its not.
I have to bump this thread as this problem still illudes me.
Anything in your 3d skybox?
[QUOTE=HiddenMyst;18412912]Anything in your 3d skybox?[/QUOTE] There is quite alot stuff in there actually.
[QUOTE=nask;18419415]There is quite alot stuff in there actually.[/QUOTE] Anything that intersects the area where you're play area would be?
[QUOTE=HiddenMyst;18419442]Anything that intersects the area where you're play area would be?[/QUOTE] Not sure, I'll check. EDIT: Nothing is intersecting the playable area.
You do have a skybox right? Basically a box around your play area with tools/skybox texture on it. Can't see any skybox in that picture, that's why.
[QUOTE=Hellsten;18419931]You do have a skybox right? Basically a box around your play area with tools/skybox texture on it. Can't see any skybox in that picture, that's why.[/QUOTE] Yes he does.
[QUOTE=HiddenMyst;18420024]Yes he does.[/QUOTE] [url=http://i33.tinypic.com/25q93eu.jpg/]Indeed i have skybox.[/url]
Maybe you have your 3d skybox mis-aligned? have you tried moving the sky_camera a few units up or down?
[QUOTE=Firegod522;18427185]Maybe you have your 3d skybox mis-aligned? have you tried moving the sky_camera a few units up or down?[/QUOTE] Yes, i have tried moving it around.
Disable the 3d skybox and then try it again.
[QUOTE=HiddenMyst;18435671]Disable the 3d skybox and then try it again.[/QUOTE] Seems like the problem is on 3D skybox, without it Light_environment was wroking perfectly. Just need to pinpoint the problem in there now, thanks for the help all.
Well normally when something is intersecting the source of the light (in this case the skybox texture), it will cast light that affects models, but not the ground.
[QUOTE=HiddenMyst;18436552]Well normally when something is intersecting the source of the light (in this case the skybox texture), it will cast light that affects models, but not the ground.[/QUOTE] The thing is, there isnt really anything intersecting it.
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