• Extreme Brightness
    13 replies, posted
I'm having an issue where every map I compile is extremely bright, regardless of the different settings I've tried. For instance, about 2 months ago I made and compiled this map: [img]http://i.imgur.com/3YyPYPY.jpg[/img] Now, I've reloaded the .vmf (note that I changed nothing with the map, it's exactly the same as it was when it was working properly) and now that same area looks like this: [img]http://i.imgur.com/oO5vO7S.jpg[/img] I'm not sure what's going on, can anyone shed some (dimmer) light on this issue? This occurs on any map, not just the one above.
Post the compile log so we can get more details and check for errors.
Sure thing: [QUOTE]** Executing... ** Command: "E:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" ** Parameters: -game "E:\Steam\SteamApps\common\GarrysMod\garrysmod" "e:\vinmodels\maps\vmfs\vin_fashion_runway" Valve Software - vbsp.exe (May 14 2014) 8 threads materialPath: E:\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading e:\vinmodels\maps\vmfs\vin_fashion_runway.vmf material "worlds/building01/st_piller01" not found. Material not found!: WORLDS/BUILDING01/ST_PILLER01 ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "worlds/building01/stone_brickwallmordern" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN material "worlds/building01/wood_floor01" not found. Material not found!: WORLDS/BUILDING01/WOOD_FLOOR01 material "worlds/building01/ceiling02" not found. Material not found!: WORLDS/BUILDING01/CEILING02 material "worlds/building01/ceiling01" not found. Material not found!: WORLDS/BUILDING01/CEILING01 material "worlds/building01/stone_brickwallmordern_m" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_M material "world/misc/lobbygray_lightmap" not found. Material not found!: WORLD/MISC/LOBBYGRAY_LIGHTMAP material "worlds/building01/ortel_flag01" not found. Material not found!: WORLDS/BUILDING01/ORTEL_FLAG01 material "worlds/misc01/reflectivefloor" not found. Material not found!: WORLDS/MISC01/REFLECTIVEFLOOR material "custom/runway/sign_toggle_steam" not found. Material not found!: CUSTOM/RUNWAY/SIGN_TOGGLE_STEAM material "worlds/building01/stone_brickwallmordern_l" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_L material "worlds/ground01/stoneground02" not found. Material not found!: WORLDS/GROUND01/STONEGROUND02 material "worlds/misc01/reflectivefloor_high" not found. Material not found!: WORLDS/MISC01/REFLECTIVEFLOOR_HIGH material "custom/runway/wallpaper_02" not found. Material not found!: CUSTOM/RUNWAY/WALLPAPER_02 material "worlds/building01/stone_brickwallmordern_f" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_F material "worlds/building01/stone_brickwallmordern_a" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_A material "worlds/building01/stone_brickwallmordern_g" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_G material "worlds/building01/stone_brickwallmordern_g_1" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_G_1 material "worlds/building01/stone_brickwallmordern_h" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_H material "worlds/building01/stone_brickwallmordern_i" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_I material "worlds/building01/stone_brickdoor_c" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKDOOR_C material "worlds/building01/stone_brickwallmordern_p" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_P material "worlds/building01/castle_wooddoor_hinge_a" not found. Material not found!: WORLDS/BUILDING01/CASTLE_WOODDOOR_HINGE_A material "worlds/building01/stone_brickwallmordern_q" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_Q material "worlds/building01/stone_brickdoor" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKDOOR material "worlds/building01/stone_brickwallmordern_b" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_B material "worlds/building01/carpet02" not found. Material not found!: WORLDS/BUILDING01/CARPET02 material "world/metal/bs_metal03" not found. Material not found!: WORLD/METAL/BS_METAL03 material "worlds/building01/stone_brickwallmordern_j" not found. Material not found!: WORLDS/BUILDING01/STONE_BRICKWALLMORDERN_J material "worlds/wood01/wood01" not found. Material not found!: WORLDS/WOOD01/WOOD01 material "custom/runway/metal_gold_01" not found. Material not found!: CUSTOM/RUNWAY/METAL_GOLD_01 Could not locate 'GameData' key in e:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt 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 294 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing e:\vinmodels\maps\vmfs\vin_fashion_runway.prt...Building visibility clusters... done (0) material "skybox/sky_ep02_02_hdrrt" not found. Can't load skybox file skybox/sky_ep02_02_hdr to build the default cubemap! Can't load skybox file skybox/sky_ep02_02_hdr 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 Building Physics collision data... done (0) (324573 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2003 texinfos to 1541 Reduced 47 texdatas to 38 (1701 bytes to 1407) Writing e:\vinmodels\maps\vmfs\vin_fashion_runway.bsp 1 second elapsed ** Executing... ** Command: "E:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" ** Parameters: -game "E:\Steam\SteamApps\common\GarrysMod\garrysmod" "e:\vinmodels\maps\vmfs\vin_fashion_runway" Valve Software - vvis.exe (May 14 2014) 8 threads reading e:\vinmodels\maps\vmfs\vin_fashion_runway.bsp reading e:\vinmodels\maps\vmfs\vin_fashion_runway.prt 53 portalclusters 137 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 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 2131 Average clusters visible: 40 Building PAS... Average clusters audible: 48 visdatasize:1147 compressed from 848 writing e:\vinmodels\maps\vmfs\vin_fashion_runway.bsp 0 seconds elapsed ** Executing... ** Command: "E:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" ** Parameters: -both -final -game "E:\Steam\SteamApps\common\GarrysMod\garrysmod" "e:\vinmodels\maps\vmfs\vin_fashion_runway" Valve Software - vrad.exe SSE (May 14 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading e:\vinmodels\maps\vmfs\vin_fashion_runway.bsp Setting up ray-trace acceleration structure... Done (0.34 seconds) 2475 faces 2 degenerate faces 145699 square feet [20980710.00 square inches] 2 Displacements 576 Square Feet [82982.05 Square Inches] 2473 patches before subdivision 2509 patches after subdivision 23 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 940394, max 991 transfer lists: 7.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(7, 9, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0000 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 8/1024 384/49152 ( 0.8%) brushes 791/8192 9492/98304 ( 9.7%) brushsides 7041/65536 56328/524288 (10.7%) planes 4282/65536 85640/1310720 ( 6.5%) vertexes 4317/65536 51804/786432 ( 6.6%) nodes 197/65536 6304/2097152 ( 0.3%) texinfos 1541/12288 110952/884736 (12.5%) texdata 38/2048 1216/65536 ( 1.9%) dispinfos 2/0 352/0 ( 0.0%) disp_verts 162/0 3240/0 ( 0.0%) disp_tris 256/0 512/0 ( 0.0%) disp_lmsamples 1680/0 1680/0 ( 0.0%) faces 2475/65536 138600/3670016 ( 3.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2316/65536 129696/3670016 ( 3.5%) leaves 206/65536 6592/2097152 ( 0.3%) leaffaces 3020/65536 6040/131072 ( 4.6%) leafbrushes 1142/65536 2284/131072 ( 1.7%) areas 2/256 16/2048 ( 0.8%) surfedges 21888/512000 87552/2048000 ( 4.3%) edges 13155/256000 52620/1024000 ( 5.1%) LDR worldlights 23/8192 2024/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 321/32768 3210/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6780/65536 13560/131072 (10.3%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3032/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1147/16777216 ( 0.0%) entdata [variable] 66720/393216 (17.0%) LDR ambient table 206/65536 824/262144 ( 0.3%) HDR ambient table 206/65536 824/262144 ( 0.3%) LDR leaf ambient 187/65536 5236/1835008 ( 0.3%) HDR leaf ambient 206/65536 5768/1835008 ( 0.3%) 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] 1/1536 ( 0.1%) pakfile [variable] 2891/0 ( 0.0%) physics [variable] 324573/4194304 ( 7.7%) physics terrain [variable] 696/1048576 ( 0.1%) Level flags = 0 Total triangle count: 7318 Writing e:\vinmodels\maps\vmfs\vin_fashion_runway.bsp 1 second elapsed Valve Software - vrad.exe SSE (May 14 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading e:\vinmodels\maps\vmfs\vin_fashion_runway.bsp Setting up ray-trace acceleration structure... Done (0.34 seconds) 2475 faces 2 degenerate faces 145699 square feet [20980710.00 square inches] 2 Displacements 576 Square Feet [82982.05 Square Inches] 2473 patches before subdivision 2509 patches after subdivision 23 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 940394, max 991 transfer lists: 7.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(4, 5, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0001 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 8/1024 384/49152 ( 0.8%) brushes 791/8192 9492/98304 ( 9.7%) brushsides 7041/65536 56328/524288 (10.7%) planes 4282/65536 85640/1310720 ( 6.5%) vertexes 4317/65536 51804/786432 ( 6.6%) nodes 197/65536 6304/2097152 ( 0.3%) texinfos 1541/12288 110952/884736 (12.5%) texdata 38/2048 1216/65536 ( 1.9%) dispinfos 2/0 352/0 ( 0.0%) disp_verts 162/0 3240/0 ( 0.0%) disp_tris 256/0 512/0 ( 0.0%) disp_lmsamples 1680/0 1680/0 ( 0.0%) faces 2475/65536 138600/3670016 ( 3.8%) hdr faces 2475/65536 138600/3670016 ( 3.8%) origfaces 2316/65536 129696/3670016 ( 3.5%) leaves 206/65536 6592/2097152 ( 0.3%) leaffaces 3020/65536 6040/131072 ( 4.6%) leafbrushes 1142/65536 2284/131072 ( 1.7%) areas 2/256 16/2048 ( 0.8%) surfedges 21888/512000 87552/2048000 ( 4.3%) edges 13155/256000 52620/1024000 ( 5.1%) LDR worldlights 23/8192 2024/720896 ( 0.3%) HDR worldlights 23/8192 2024/720896 ( 0.3%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 321/32768 3210/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6780/65536 13560/131072 (10.3%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3032/0 ( 0.0%) HDR lightdata [variable] 3032/0 ( 0.0%) visdata [variable] 1147/16777216 ( 0.0%) entdata [variable] 66720/393216 (17.0%) LDR ambient table 206/65536 824/262144 ( 0.3%) HDR ambient table 206/65536 824/262144 ( 0.3%) LDR leaf ambient 187/65536 5236/1835008 ( 0.3%) HDR leaf ambient 140/65536 3920/1835008 ( 0.2%) 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] 1/1536 ( 0.1%) pakfile [variable] 2891/0 ( 0.0%) physics [variable] 324573/4194304 ( 7.7%) physics terrain [variable] 696/1048576 ( 0.1%) Level flags = 0 Total triangle count: 7318 Writing e:\vinmodels\maps\vmfs\vin_fashion_runway.bsp 1 second elapsed ** Executing... ** Command: Copy File ** Parameters: "e:\vinmodels\maps\vmfs\vin_fashion_runway.bsp" "E:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\vin_fashion_runway.bsp"[/QUOTE] And Hammer settings: [img]http://i.imgur.com/GcE3kjX.jpg[/img][img]http://i.imgur.com/88Ms7UJ.jpg[/img] I'm not too concerned about the missing texture messages as they show up fine in-game, though those errors weren't there when I compiled before.
When Hammer reports missing textures, it cannot compile lighting data for them, that`s probably the reason for the extreme brightness.
I've been looking through the settings and can't seem to find any reason why it shouldn't be finding the textures. It looks like it's looking in the right directory, the textures show up fine in Hammer's 3D preview and texture browser, and again nothing in the map file or program settings changed between a couple months ago when everything worked fine and today where I'm getting this.
I've seen this sometimes help if you select the entire map, copy it, then open a new vmf and paste special, so that everything is kept. Sometimes it loses its texture directory for the vmf. You're also sure the materials are in "E:\Steam\SteamApps\common\GarrysMod\garrysmod\materials\worlds\building01\" for example?
I just tried copying it all to a new vmf and trying it there but still the same issue. And yeah all the texture files are where they're supposed to be: [img]http://i.imgur.com/2yP0m33.jpg[/img] It all looks perfectly fine in Hammer: [quote="Hammer"][img]http://i.imgur.com/sHXy8VD.jpg[/img] [url]http://i.imgur.com/sHXy8VD.jpg[/url][/quote]
[QUOTE=TheSkwerl;47705703]I just tried copying it all to a new vmf and trying it there but still the same issue. And yeah all the texture files are where they're supposed to be: [img]http://i.imgur.com/2yP0m33.jpg[/img] It all looks perfectly fine in Hammer:[/QUOTE] Make sure to doublecheck the vmt and vtf files are in a directory hammer's looking for as well, not just for gmod. (I use CS:S Hammer to build gmod maps, so I have a custom director both in the CS:S directory and gmod, and without it being in the CS;S directory, hammer can't see it.) The errors in your compile log are stating that regardless of where your files are, the compile programs cannot find them. Another thing to check is if you've reinstalled hammer recently, your gameinfo files for hammer may be missing the line to check your custom directory. Also, try compiling without HDR and see if it remedies the issue.
I've been using Source SDK Base 2013 Multiplayer Hammer and building programs. The gameinfo.txt for the game seems to be as it should be, and the GameConfig.txt for Hammer looks right too: [quote="GameConfig.txt"] "Garry's Mod" { "GameDir" "E:\Steam\SteamApps\common\GarrysMod\garrysmod" "Hammer" { "GameData0" "E:\Steam\SteamApps\common\GarrysMod\bin\garrysmod.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.250000" "DefaultLightmapScale" "16" "GameExe" "E:\Steam\SteamApps\common\GarrysMod\hl2.exe" "DefaultSolidEntity" "func_detail" "DefaultPointEntity" "info_player_start" "BSP" "E:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" "Vis" "E:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" "Light" "E:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" "GameExeDir" "E:\Steam\SteamApps\common\GarrysMod" "MapDir" "E:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\mapsrc" "BSPDir" "E:\Steam\SteamApps\common\GarrysMod\garrysmod\maps" "CordonTexture" "tools\toolsskybox" "MaterialExcludeCount" "0" } } [/quote] I haven't reinstalled the files since the last time it worked, but I just tried deleting Source SDK Base 2013 Multiplayer's content and removing the remaining files, then redownloading it and setting it up again and still have the same issue. I also tried compiling it without HDR but that just makes it fullbright: [quote="fullbright"] [img]http://i.imgur.com/iTRw1aH.jpg[/img] [url]http://i.imgur.com/iTRw1aH.jpg[/url] [/quote] But yeah Hammer and the game are finding the textures just fine, but the compiling programs seem to be having some kind of issue (vbsp in particular). Even after redownloading the files I've verified the content again to no effect.
[QUOTE=TheSkwerl;47707526]I've been using Source SDK Base 2013 Multiplayer Hammer and building programs. The gameinfo.txt for the game seems to be as it should be, and the GameConfig.txt for Hammer looks right too: I haven't reinstalled the files since the last time it worked, but I just tried deleting Source SDK Base 2013 Multiplayer's content and removing the remaining files, then redownloading it and setting it up again and still have the same issue. I also tried compiling it without HDR but that just makes it fullbright: But yeah Hammer and the game are finding the textures just fine, but the compiling programs seem to be having some kind of issue (vbsp in particular). Even after redownloading the files I've verified the content again to no effect.[/QUOTE] Normal non-HDR compiling into fullbright is also indicative of a problem. Check your commandline options for VRAD.
Hmm well here are the settings I used during compiling: LDR: [img]http://i.imgur.com/7SHPkRK.jpg[/img] HDR: [img]http://i.imgur.com/6w1HbCT.jpg[/img]
If anyone has a copy of the Source SDK Base 2013 Multiplayer vbsp.exe, vvis.exe and vrad.exe files that they know to be currently working, I would be appreciative if they could be shared, if nothing else it will help me to eliminate them as possible culprits.
OK, so I forgot that I had a custom fix for this that I use myself for Hammer. Find [B]gameinfo.txt[/B] in the garrysmod directory and find this line [code]mod+mod_write+default_write_path |gameinfo_path|.[/code] and replace it with [code]game+mod_write+default_write_path |gameinfo_path|.[/code] [I]This should fix missing materials in vbsp and fullbright materials as well.[/I] :v:
Thank you, that solved the problem :D You just made my life much easier ^.^
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