• No lighting on map
    4 replies, posted
I am posting this on behave of my mapper as he is currently away. We were currently editing pk bigcity and these are the instructions we received from the map maker: [QUOTE]11:06 PM - Productive ol' Grouse: Theres a bunch of custom content inside the bsp file itself 11:06 PM - Productive ol' Grouse: Your mapper needs to extract it with packrat 11:07 PM - Productive ol' Grouse: make sure hes got all of it, otherwise you 11:08 PM - Productive ol' Grouse: 'll have missing textures in hammer 11:08 PM - Productive ol' Grouse: There is also some specific build parameters to get the lighting to look crisp and bouncy 11:09 PM - Productive ol' Grouse: And the map itself is just under the vertex limit, what ever you do, dont increase the lightmap resolution 11:09 PM - Productive ol' Grouse: And lastly, the compile will take all night 11:10 PM - Productive ol' Grouse: now I just need to find the old file for ya 11:13 PM - Productive ol' Grouse: shit I'm not sure if I still got it 11:14 PM - Productive ol' Grouse: found her 11:17 PM - Productive ol' Grouse: ok, its good to go, I'll just upload it to my google drive 11:17 PM - Productive ol' Grouse: also 11:17 PM - Productive ol' Grouse: Your mapper wont know this, 11:17 PM - Productive ol' Grouse: He may think he knows how cubemaps work but to get it working in gmod is a different thing 11:18 PM - Productive ol' Grouse: Compile the map > RENAME the map > then build the cubemaps for both HDR and LDR settings. 11:18 PM - Productive ol' Grouse: make sure you've got that down 11:18 PM - Productive ol' Grouse: otherwise you get cancer reflections 11:19 PM - Productive ol' Grouse: Also, this map only has 1 cubemap that sits in the sky, if you want better, more specific reflections, be sure to make some more if needed. [/QUOTE] Below is the compile log and the issue is we have absolutely no lighting on the map: [code] 8 threads reading c:\users\jad\desktop\pk_bigcity_b5.bsp Error opening c:\users\jad\desktop\pk_bigcity_b5.bsp [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\jad\desktop\pk_bigcity_b5.bsp Error opening c:\users\jad\desktop\pk_bigcity_b5.bsp materialPath: E:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials Loading C:\Users\Jad\Desktop\pk_bigcity_b5.vmf Could not locate 'GameData' key in e:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt Patching WVT material: maps/pk_bigcity_b5/nature/blendtoxictoxic004a_wvt_patch Patching WVT material: maps/pk_bigcity_b5/nature/blendsandrock004a_wvt_patch Patching WVT material: maps/pk_bigcity_b5/nature/blendtoxictoxic002a_wvt_patch Patching WVT material: maps/pk_bigcity_b5/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1648 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! done (5) writing C:\Users\Jad\Desktop\pk_bigcity_b5.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.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 (2) (3509278 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 8726 texinfos to 7888 Reduced 333 texdatas to 288 (11669 bytes to 10239) Writing C:\Users\Jad\Desktop\pk_bigcity_b5.bsp 13 seconds elapsed 8 threads reading c:\users\jad\desktop\pk_bigcity_b5.bsp reading c:\users\jad\desktop\pk_bigcity_b5.prt 4391 portalclusters 12953 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3 [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\jad\desktop\pk_bigcity_b5.bsp No vis information, direct lighting only. 29012 faces 5 degenerate faces 35021236 square feet [5043057664.00 square inches] 70 Displacements 367300 Square Feet [52891276.00 Square Inches] light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000 245 direct lights 0...1...2...3...4...5...6...7...8...[/code] Anyone have any ideas why?
35021236 square feet [5043057664.00 square inches] That is a shit ton.. Check the lightmap scale on some of those surfaces. Shouldn't be below 16.
[CODE]NODRAW on terrain surface! NODRAW on terrain surface![/CODE] It appears you also have the nodraw texture on a displacement. If I recall VBSP throws a fit and won't correctly compile if you do this, so look at any displacements you have and replace the nodraw texture with something else (the 'invisible' texture should work)
[QUOTE=MattTheSpy;47889386][CODE]NODRAW on terrain surface! NODRAW on terrain surface![/CODE] It appears you also have the nodraw texture on a displacement. If I recall VBSP throws a fit and won't correctly compile if you do this, so look at any displacements you have and replace the nodraw texture with something else (the 'invisible' texture should work)[/QUOTE] As far as I know no tool textures work on displacments, I think the best option is just to destroy the displacement face. [B]Also, if you have too many cubemaps vrad will crash. [/B] Try checking if you have too many.
Use [URL="http://www.interlopers.net/errors/"]THIS[/URL].
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