• light_environment not working when i add water
    30 replies, posted
i am making a naval map so water is pretty much mandatory. but when i add water, the light environment doesnt work and the map goes fullbright. can anyone please help me? ty update: compile log: [QUOTE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval.vmf" Valve Software - vbsp.exe (Dec 9 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval.vmf Could not locate 'GameData' key in c:\program files (x86)\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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_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_day02_06*.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 (0) (73638 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 75 texinfos to 52 Reduced 22 texdatas to 20 (547 bytes to 454) Writing C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval" Valve Software - vvis.exe (Dec 9 2014) 8 threads reading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_naval.bsp reading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_naval.prt 4 portalclusters 128 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: 16 Average clusters visible: 4 Building PAS... Average clusters audible: 4 visdatasize:44 compressed from 64 writing c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_naval.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_naval.bsp Setting up ray-trace acceleration structure... Done (0.04 seconds) 12669 faces 50974444 square feet [7340319744.00 square inches] 1 Displacements 148180 Square Feet [21337938.00 Square Inches] 12669 patches before subdivision 628345 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18) BuildVisLeafs: 0...1...2...3...4...5...6...7.. ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_naval.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" +map "gm_naval" [/QUOTE] [B][U]SECOND UPDATE[/U][/B] ok after making a test map i have discovered that the water lighting bug happens every time i create a vast water map.
did you texture world solids with tools/skybox
[QUOTE=Elexar;48307815]did you texture world solids with tools/skybox[/QUOTE] 2D skybox yes
don't use 2dskybox, use just "skybox"
[QUOTE=ProfHappycat7;48309119]don't use 2dskybox, use just "skybox"[/QUOTE] i switched over to normal skybox but that didnt fix the lighting
can you show a compile log? i think something is leaking
light environment has to be in the sky inside the level, not in the skybox or in the water. Make sure you used the 'point at' button while editing the light entity, and nodraw all of the water except the surface, maybe something you overlooked? personally I create a skybox by equipping the skybox texture (light blue one) and creating a cube around the level, use hollow and just use 8 blocks and make sure it encompasses the whole map and the map doesnt protrude through it.
i think we are misunderstanding with the skybox. i dont have a 3D skybox, there is no sky camera. it is just the 2D skybox texture around the map. nothing is outside it and there are no leaks. i have tested it, only when water is added does the map go fully lit. [editline]28th July 2015[/editline] [QUOTE=inspirit;48314341]light environment has to be in the sky inside the level, not in the skybox or in the water. Make sure you used the 'point at' button while editing the light entity, and nodraw all of the water except the surface, maybe something you overlooked? personally I create a skybox by equipping the skybox texture (light blue one) and creating a cube around the level, use hollow and just use 8 blocks and make sure it encompasses the whole map and the map doesnt protrude through it.[/QUOTE] yes i have done exacttly that but water makes the map go fullbright when added
bump
You have a leak. Make sure your map is completely sealed from the black void.
[QUOTE=ConstableWank;48317104]bump[/QUOTE] Your Vrad is crashing. Try turning up the lightmap scale of some surfaces that don't need precise lighting. Roofs generally don't need a 16 lightmap scale for instance, you could get away with a 32 lightmap scale, and in some cases a 48. Small tiny details don't need a 16 lightmap scale either, put those to 24 - 32. This will make your compile time quicker, give you more geometry to work with, and allow you to actually compile your map.
Mate sure you have water_lod_control
Is it a near full-grid single water brush and displacement?
If your still having trouble check out my Retarded Water Fix thread. It should help you.
[QUOTE=GaleTheHusky;48317739]Your Vrad is crashing. Try turning up the lightmap scale of some surfaces that don't need precise lighting. Roofs generally don't need a 16 lightmap scale for instance, you could get away with a 32 lightmap scale, and in some cases a 48. Small tiny details don't need a 16 lightmap scale either, put those to 24 - 32. This will make your compile time quicker, give you more geometry to work with, and allow you to actually compile your map.[/QUOTE] that stopped the vrad crashes and yes you were right, a smooth compile. but it didnt solve the lighting problem. :frown: [editline]29th July 2015[/editline] [QUOTE=Xanadu;48318349]Is it a near full-grid single water brush and displacement?[/QUOTE] yes but i divided it into quarters
If your still having problems Wank then check out my "Retarded Water Fix" Thread. Otherwise just replace your light_environment with just light. Then make the light real bright. If you have problems still. Send me the map download.
sorry about the frequent bumps guys but i really need this fixed
I cant help you if your not going to listen. Sorry.
[QUOTE=ThyMason122;48324989]I cant help you if your not going to listen. Sorry.[/QUOTE] dude, you water fix thread doesnt help.
Then you can send us the .vmf file. And not be so rude, Im just here to help.
[QUOTE=ThyMason122;48334382]Then you can send us the .vmf file. And not be so rude, Im just here to help.[/QUOTE] No offense mate, but [B]you[/B] were being rude by automatically assuming your solution was the best, and telling him you won't help because he wasn't listening. Despite all of that, your solution didn't work(nor did mine, but it fixed the vrad.exe crashes at the least). Regardless, I agree; Could we get a .VMF, or at the very least, compile again and show us the new log with Vrad.exe working?
Im not saying that my solution is the best in anyway. I just want to know whats wrong with the map so we can fix it.
updated vrad: [QUOTE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval.vmf" Valve Software - vbsp.exe (Dec 9 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval.vmf Could not locate 'GameData' key in c:\program files (x86)\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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_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_day02_06*.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 (0) (78786 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 101 texinfos to 74 Reduced 27 texdatas to 24 (692 bytes to 553) Writing C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval" Valve Software - vvis.exe (Dec 9 2014) 8 threads reading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_naval.bsp reading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_naval.prt 4 portalclusters 160 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: 16 Average clusters visible: 4 Building PAS... Average clusters audible: 4 visdatasize:44 compressed from 64 writing c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_naval.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_naval.bsp Setting up ray-trace acceleration structure... Done (0.04 seconds) 12656 faces 4 degenerate faces 50810004 square feet [7316640768.00 square inches] 1 Displacements 148180 Square Feet [21337938.00 Square Inches] 12652 patches before subdivision 622882 patches after subdivision 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (19) BuildVisLeafs: 0...1...2...3...4...5...6...7.. ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_naval.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_naval.bsp" [/QUOTE] please keep in mind that i have done a few things to the map since last time.
At this point we are going to need a vmf or more information to fix the problem. Have you tried replacing the water material with another? Is the water brush tied to any entity?
ok guys here is the vmf [url]https://www.dropbox.com/s/w0z0gaxln9oembh/gm_naval.vmf?dl=0[/url] hopefully someone will make me look like an idiot and point out the extremely obvious cause of the problem.
I took a look at the map, and theres a few things you should fix aswell as the main problem Heres some stuff to fix (I dont have the time to fix them myself otherwise I would) : Dont overlay your skybox (the one under the water) with a brush. It makes stuff look bad. Actually, I believe the problem is you need to (In the light_env tab make all the brightness values more then -1. Add more spawns. I have this problem with alot of maps when I try to get custom maps into my server. It would make the server owners (Like me) alot more happier. (A good number of spawns is like 10 or 15)
[QUOTE=ThyMason122;48340776]I took a look at the map, and theres a few things you should fix aswell as the main problem Heres some stuff to fix (I dont have the time to fix them myself otherwise I would) : Dont overlay your skybox (the one under the water) with a brush. It makes stuff look bad. Actually, I believe the problem is you need to (In the light_env tab make all the brightness values more then -1. Add more spawns. I have this problem with alot of maps when I try to get custom maps into my server. It would make the server owners (Like me) alot more happier. (A good number of spawns is like 10 or 15)[/QUOTE] well i tried all the stuff you said but im afraid no luck. and i cant really add any more spawns because its just a water map for making naval stuff.
Hmm, Maybe make the map a little smaller, and place the light_env above the players head, like near the top.
It seems that I got it working. Here are the things I did. - Clipped the height of skybox. - Applied nodraw texture to the sides of water. - Put almost everything on grid. - Cut func_viscluster in two pieces so that it won't come through water. - Deleted the displacement underneath the port - Played a bit with light_env settings (now the light pitch and strenght are different) [URL="http://imgur.com/a/qx93F"]Screenshots[/URL] for comparison [URL="http://www.filedropper.com/gmnavalfix"]Link[/URL] to the fixed vmf
The position of a light_environment in a map has no effect on its values, or anything for that matter.
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