• Map is dark, even though I have lights.
    2 replies, posted
[code] ** Executing... ** Command: "j:\games\steam\steamapps\azzuy\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "j:\games\steam\steamapps\azzuy\half-life 2 episode two\ep2" "J:\Games\Steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: j:\games\steam\steamapps\azzuy\half-life 2 episode two\ep2\materials Loading J:\Games\Steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.vmf Patching WVT material: maps/labtemplate/dev/dev_blendmeasure_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 64 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing J:\Games\Steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.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) (71759 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 225 texinfos to 153 Reduced 12 texdatas to 10 (325 bytes to 241) Writing J:\Games\Steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.bsp 0 seconds elapsed ** Executing... ** Command: "j:\games\steam\steamapps\azzuy\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "j:\games\steam\steamapps\azzuy\half-life 2 episode two\ep2" "J:\Games\Steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate" Valve Software - vvis.exe (May 19 2009) 2 threads reading j:\games\steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.bsp reading j:\games\steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.prt 123 portalclusters 361 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 (1) Optimized: 25 visible clusters (0.00%) Total clusters visible: 13394 Average clusters visible: 108 Building PAS... Average clusters audible: 123 visdatasize:4945 compressed from 3936 writing j:\games\steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.bsp 1 second elapsed ** Executing... ** Command: "j:\games\steam\steamapps\azzuy\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "j:\games\steam\steamapps\azzuy\half-life 2 episode two\ep2" "J:\Games\Steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate" 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 j:\games\steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.bsp Setting up ray-trace acceleration structure... Done (0.16 seconds) 1018 faces 10198 square feet [1468620.50 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1018 patches before subdivision 35674 patches after subdivision light has _fifty_percent_distance of 58.000000 but _zero_percent_distance of 0.000000 10 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8) transfers 9952062, max 810 transfer lists: 75.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce 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FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 7 of 9 (77% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 208/8192 2496/98304 ( 2.5%) brushsides 1532/65536 12256/524288 ( 2.3%) planes 760/65536 15200/1310720 ( 1.2%) vertexes 1356/65536 16272/786432 ( 2.1%) nodes 273/65536 8736/2097152 ( 0.4%) texinfos 153/12288 11016/884736 ( 1.2%) texdata 10/2048 320/65536 ( 0.5%) 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 1018/65536 57008/3670016 ( 1.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 518/65536 29008/3670016 ( 0.8%) leaves 279/65536 8928/2097152 ( 0.4%) leaffaces 1476/65536 2952/131072 ( 2.3%) leafbrushes 591/65536 1182/131072 ( 0.9%) areas 2/256 16/2048 ( 0.8%) surfedges 6634/512000 26536/2048000 ( 1.3%) edges 3691/256000 14764/1024000 ( 1.4%) LDR worldlights 10/8192 880/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 40/32768 400/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 711/65536 1422/131072 ( 1.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 987228/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4945/16777216 ( 0.0%) entdata [variable] 2345/393216 ( 0.6%) LDR ambient table 279/65536 1116/262144 ( 0.4%) HDR ambient table 279/65536 1116/262144 ( 0.4%) LDR leaf ambient 588/65536 16464/1835008 ( 0.9%) HDR leaf ambient 279/65536 7812/1835008 ( 0.4%) 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] 211975/0 ( 0.0%) physics [variable] 71759/4194304 ( 1.7%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2544 Writing j:\games\steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.bsp 33 seconds elapsed 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 j:\games\steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.bsp Setting up ray-trace acceleration structure... Done (0.16 seconds) 1018 faces 10198 square feet [1468620.50 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1018 patches before subdivision 35674 patches after subdivision light has _fifty_percent_distance of 58.000000 but _zero_percent_distance of 0.000000 10 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8) transfers 9952062, max 810 transfer lists: 75.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce 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FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 7 of 9 (77% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 208/8192 2496/98304 ( 2.5%) brushsides 1532/65536 12256/524288 ( 2.3%) planes 760/65536 15200/1310720 ( 1.2%) vertexes 1356/65536 16272/786432 ( 2.1%) nodes 273/65536 8736/2097152 ( 0.4%) texinfos 153/12288 11016/884736 ( 1.2%) texdata 10/2048 320/65536 ( 0.5%) 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 1018/65536 57008/3670016 ( 1.6%) hdr faces 1018/65536 57008/3670016 ( 1.6%) origfaces 518/65536 29008/3670016 ( 0.8%) leaves 279/65536 8928/2097152 ( 0.4%) leaffaces 1476/65536 2952/131072 ( 2.3%) leafbrushes 591/65536 1182/131072 ( 0.9%) areas 2/256 16/2048 ( 0.8%) surfedges 6634/512000 26536/2048000 ( 1.3%) edges 3691/256000 14764/1024000 ( 1.4%) LDR worldlights 10/8192 880/720896 ( 0.1%) HDR worldlights 10/8192 880/720896 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 40/32768 400/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 711/65536 1422/131072 ( 1.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 987228/0 ( 0.0%) HDR lightdata [variable] 987228/0 ( 0.0%) visdata [variable] 4945/16777216 ( 0.0%) entdata [variable] 2345/393216 ( 0.6%) LDR ambient table 279/65536 1116/262144 ( 0.4%) HDR ambient table 279/65536 1116/262144 ( 0.4%) LDR leaf ambient 588/65536 16464/1835008 ( 0.9%) HDR leaf ambient 588/65536 16464/1835008 ( 0.9%) 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] 211975/0 ( 0.0%) physics [variable] 71759/4194304 ( 1.7%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2544 Writing j:\games\steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.bsp 35 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "J:\Games\Steam\steamapps\azzuy\sourcesdk_content\mapsrc\LabTemplate.bsp" "j:\games\steam\steamapps\azzuy\half-life 2 episode two\ep2\maps\LabTemplate.bsp" [/code] I don't see the where my problem is.
[code]light has _fifty_percent_distance of 58.000000 but _zero_percent_distance of 0.000000[/code] The distance at which the light completely fades out is less than the distance the light is at half strength.
I fixed it. I think was some brushes were messed up. They were outline in yellow. Anyway, I had some of the self-light materials.
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