• Lighting leaks under some brushes
    4 replies, posted
I apologize if there is an easy answer for this out there, but I could not find anything that helps me with this problem with searches like "light leaking under brushes hammer editor". My problem is that when I compile, I notice many of indoor lights leak under walls for a few units. Note that there is no leak in my map, according to my compile log. This first started happening when I enabled -notjunc, but for this compile I disabled it and I'm still getting this problem (however it's much less prevalent here; with -notjunc, it was twice as bad). Also, there is a problem where a light is causing a bad shadow for one of my prop_statics; this didn't happen when I compiled the map with the cordon tool, but when I compiled the entire map it started happening. However, I suppose I could just disable shadows for that specific prop. [spoiler] [IMG]http://images.akamai.steamusercontent.com/ugc/537397842090827824/6C9BB69C69C0802D3863C0CA5E8922E0600BDCC2/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/537397842090827479/568D8B7E304591E5CCD63B070934C81AA7FF9005/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/537397842090827366/62792E68EDC2462D44B1CC24B4A85E018B775AD7/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/537397842090827124/A29CCB5302E377431AB18D39AB627D3AD71C82CC/[/IMG] [/spoiler] Does anyone have any suggestions for fixing this? I have a suspicion that is due to my LDR leaf ambient being over the limit, but I will work on fixing that as I can do it with the increasing of lightmaps. In case my compile log is relevant, here it is: [spoiler] Starting a 'Fast' compile. Starting compilation of C:\Users\Kyle\Desktop\Projects\Map Project\rp_vostok_build5-3.vmf Valve Software - vbsp.exe (May 15 2014) leaktest = true 4 threads materialPath: D:\Program Files (x86)\SteamLibrary\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Kyle\Desktop\Projects\Map Project\rp_vostok_build5-3.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar "materials/users/kyle/desktop/projects/map project/custom textures/artposters/artposter_9.vtf": cached version doesn't exist "materials/users/kyle/desktop/projects/map project/custom textures/artposters/artposter_10.vtf": cached version doesn't exist material "nature/rockwall_cave01a" not found. Material not found!: NATURE/ROCKWALL_CAVE01A Could not locate 'GameData' key in d:\program files (x86)\steamlibrary\steamapps\common\counter-strike source\cstrike\gameinfo.txt fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 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 1204 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (3) writing C:\Users\Kyle\Desktop\Projects\Map Project\rp_vostok_build5-3.prt...Building visibility clusters... done (0) 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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (1) (2894509 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 13179 texinfos to 5982 Reduced 397 texdatas to 312 (14888 bytes to 12510) Writing C:\Users\Kyle\Desktop\Projects\Map Project\rp_vostok_build5-3.bsp 16 seconds elapsed Valve Software - vvis.exe (May 15 2014) fastvis = true nosort = true 4 threads reading c:\users\kyle\desktop\projects\map project\rp_vostok_build5-3.bsp reading c:\users\kyle\desktop\projects\map project\rp_vostok_build5-3.prt 7431 portalclusters 20568 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (14) Optimized: 3956821 visible clusters (12.42%) Total clusters visible: 31858934 Average clusters visible: 4287 Building PAS... Average clusters audible: 6898 visdatasize:12230065 compressed from 13910832 writing c:\users\kyle\desktop\projects\map project\rp_vostok_build5-3.bsp 20 seconds elapsed Valve Software - vrad.exe SSE (May 14 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\kyle\desktop\projects\map project\rp_vostok_build5-3.bsp Setting up ray-trace acceleration structure... Done (5.10 seconds) 34342 faces 3 degenerate faces 6409489 square feet [922966400.00 square inches] 10 Displacements 23887 Square Feet [3439743.75 Square Inches] 34339 patches before subdivision 34339 patches after subdivision 1444 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (952) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (45) transfers 7284057, max 4278 transfer lists: 55.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(236247, 271854, 264694) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(51983, 57050, 51244) Build Patch/Sample Hash Table(s).....Done<0.1265 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9) 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 (149) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 256/1024 12288/49152 (25.0%) brushes 7510/8192 90120/98304 (91.7%) VERY FULL! brushsides 49208/65536 393664/524288 (75.1%) planes 15488/65536 309760/1310720 (23.6%) vertexes 56460/65536 677520/786432 (86.2%) VERY FULL! nodes 17154/65536 548928/2097152 (26.2%) texinfos 5982/12288 430704/884736 (48.7%) texdata 312/2048 9984/65536 (15.2%) dispinfos 10/0 1760/0 ( 0.0%) disp_verts 778/0 15560/0 ( 0.0%) disp_tris 1280/0 2560/0 ( 0.0%) disp_lmsamples 33827/0 33827/0 ( 0.0%) faces 34342/65536 1923152/3670016 (52.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 21244/65536 1189664/3670016 (32.4%) leaves 17411/65536 557152/2097152 (26.6%) leaffaces 41476/65536 82952/131072 (63.3%) leafbrushes 14919/65536 29838/131072 (22.8%) areas 10/256 80/2048 ( 3.9%) surfedges 252974/512000 1011896/2048000 (49.4%) edges 156770/256000 627080/1024000 (61.2%) LDR worldlights 1444/8192 127072/720896 (17.6%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 3475/32768 34750/327680 (10.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 63210/65536 126420/131072 (96.5%) VERY FULL! cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 13/512 4576/180224 ( 2.5%) LDR lightdata [variable] 14509488/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 12230065/16777216 (72.9%) entdata [variable] 898672/393216 (228.5%) VERY FULL! LDR ambient table 17411/65536 69644/262144 (26.6%) HDR ambient table 17411/65536 69644/262144 (26.6%) LDR leaf ambient 70852/65536 1983856/1835008 (108.1%) VERY FULL! HDR leaf ambient 17411/65536 487508/1835008 (26.6%) 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] 1/109986 ( 0.0%) pakfile [variable] 307581/0 ( 0.0%) physics [variable] 2894509/4194304 (69.0%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 98598 Writing c:\users\kyle\desktop\projects\map project\rp_vostok_build5-3.bsp 19 minutes, 21 seconds elapsed File rp_vostok_build5-3.bsp copied to D:\Program Files (x86)\SteamLibrary\steamapps\common\Counter-Strike Source\cstrike\maps 'Fast' compile finished in 00:20:00 4 errors/warnings logged: (1) - (Caution) (2) - (Info) (3) - (Info) (4) - (Info) [/spoiler]
fastvis does that
[QUOTE=Giraffen93;47796954]fastvis does that[/QUOTE] Is it always fastvis, though? I have been using fastvis ever since this relatively large map had more than 4 buildings and I haven't experienced this problem until fairly recently.
Could try using the "Block Light" texture in the walls?
[QUOTE=Intelo;47796971]Is it always fastvis, though? I have been using fastvis ever since this relatively large map had more than 4 buildings and I haven't experienced this problem until fairly recently.[/QUOTE] fast vis and fast vrad can do this. If the sidewalk is a func_detail, and the building is a regular brush, light can leak through the junction. You can either hide it with detail geometry, or reduce the lightmap scale of the problem faces.
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