• Compiled map is black and textures aren't recieving light
    20 replies, posted
It looks like my map has a leak, but Hammer can't locate any problems with it, so I'm totally confused. The models are receiving light but not any of the textures. Is there another reason my map could be doing this? I can't locate any issues in the log, nor can Interlopers. [IMG]http://img89.imageshack.us/img89/3406/5vjd.jpg[/IMG]
Maybe it has to do with the texture itself? The walls look fine.
Take a look at the textures material file (.vmf), it might have something in it that shouldn't be there?
Is this CSGO? If so you have to compile with HDR.
Check your 3d skybox (if you have one). Make sure there's nothing that would be casting a shadow over the entire main map.
I've considered all of these and I have compiled it with HDR, but none of them fix it. The buildings in the distance are models by the way. Every single texture in the level won't receive light. I've tried copying a pasting the map to another game file, but that won't work, so I know Hammer isn't shitting on me.
This may sound stupid, but have you checked and fiddled around with the light_environment?
[QUOTE=Nightscout;41800036]This may sound stupid, but have you checked and fiddled around with the light_environment?[/QUOTE] Yeah. I considered perhaps the sun was pointing upwards or something, but nope. It's fine. I've compiled it with the default and this issue still arises.
[QUOTE=Paw;41800729]Yeah. I considered perhaps the sun was pointing upwards or something, but nope. It's fine. I've compiled it with the default and this issue still arises.[/QUOTE] Make sure the models aren't casting shadows in the 3D skybox. Set them to disable them.
[QUOTE=Stiffy360;41800997]Make sure the models aren't casting shadows in the 3D skybox. Set them to disable them.[/QUOTE] The map doesn't have a 3D skybox at the moment.
Is your light_enviornment's pitch a negative number?
Check your lightmap grid for very low values (2/1/0), or alternatively just select everything and set it to 16 if you can't be bothered to scour around.
[QUOTE=Firegod522;41804443]Is your light_enviornment's pitch a negative number?[/QUOTE] Like I said before, I stuck a new light_env in there and even the default didn't work. It's usually at -90 or -60, which is basically straight down or at an angle. Also, my lightmaps are all at 16 so that's not it either. There must be a solution.
check if the texture isn't a model texture it doesn't play well with being placed in hammer
[QUOTE=Jojje;41808461]check if the texture isn't a model texture it doesn't play well with being placed in hammer[/QUOTE] It has nothing to do with one texture, it's all of them.
Got a compile log?
I'll release a new gm_skyscraper if I can fix this. :P I believe this was a quick compile running everything on fast, but I have compiled everything on normal too and the issue is still there. I just can't be bothered to recompile it right now. [CODE] materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Charlie\Documents\vmfs\gm_citycentretest.vmf Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_GRAINY_1, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/gm_citycentretest/nature/blendmilground008_2_plants_wvt_patch Patching WVT material: maps/gm_citycentretest/nature/blendmilground008b_2_wvt_patch Patching WVT material: maps/gm_citycentretest/nature/blendmilground008_2_wvt_patch Patching WVT material: maps/gm_citycentretest/nature/blendsandweed005a_wvt_patch Patching WVT material: maps/gm_citycentretest/de_tides/blend_concrete_dirt_wvt_patch Patching WVT material: maps/gm_citycentretest/nature/blenddirtgrass008a_wvt_patch Patching WVT material: maps/gm_citycentretest/stone/blendcobbledirt001a_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 462 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Charlie\Documents\vmfs\gm_citycentretest.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_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_day02_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) (401483 bytes) Error! prop_static using model "models/props_c17/signpole001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/signpole001.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2387 texinfos to 1490 Reduced 154 texdatas to 135 (4195 bytes to 3444) Writing C:\Users\Charlie\Documents\vmfs\gm_citycentretest.bsp 4 seconds elapsed 8 threads reading c:\users\charlie\documents\vmfs\gm_citycentretest.bsp reading c:\users\charlie\documents\vmfs\gm_citycentretest.prt 1094 portalclusters 3216 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 73015 visible clusters (7.97%) Total clusters visible: 915601 Average clusters visible: 836 Building PAS... Average clusters audible: 1071 visdatasize:298196 compressed from 315072 writing c:\users\charlie\documents\vmfs\gm_citycentretest.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\charlie\documents\vmfs\gm_citycentretest.bsp 11433 faces 28 degenerate faces 4161273 square feet [599223296.00 square inches] 14 Displacements 29828 Square Feet [4295368.50 Square Inches] 11405 patches before subdivision 205541 patches after subdivision 42 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 19778617, max 2090 transfer lists: 150.9 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 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0...1...2...3...4...5...6...7...8...9...10 Bounce #100 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0757 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 1029/8192 12348/98304 (12.6%) brushsides 7316/65536 58528/524288 (11.2%) planes 5048/65536 100960/1310720 ( 7.7%) vertexes 19530/65536 234360/786432 (29.8%) nodes 2342/65536 74944/2097152 ( 3.6%) texinfos 1490/12288 107280/884736 (12.1%) texdata 135/2048 4320/65536 ( 6.6%) dispinfos 14/0 2464/0 ( 0.0%) disp_verts 910/0 18200/0 ( 0.0%) disp_tris 1408/0 2816/0 ( 0.0%) disp_lmsamples 71748/0 71748/0 ( 0.0%) faces 11433/65536 640248/3670016 (17.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3727/65536 208712/3670016 ( 5.7%) leaves 2344/65536 75008/2097152 ( 3.6%) leaffaces 15060/65536 30120/131072 (23.0%) leafbrushes 3099/65536 6198/131072 ( 4.7%) areas 2/256 16/2048 ( 0.8%) surfedges 75577/512000 302308/2048000 (14.8%) edges 45622/256000 182488/1024000 (17.8%) LDR worldlights 42/8192 3696/720896 ( 0.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1259/32768 12590/327680 ( 3.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 27507/65536 55014/131072 (42.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 9296196/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 298196/16777216 ( 1.8%) entdata [variable] 75398/393216 (19.2%) LDR ambient table 2344/65536 9376/262144 ( 3.6%) HDR ambient table 2344/65536 9376/262144 ( 3.6%) LDR leaf ambient 8450/65536 236600/1835008 (12.9%) HDR leaf ambient 2344/65536 65632/1835008 ( 3.6%) 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] 1/4076 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/30398 ( 0.0%) pakfile [variable] 217217/0 ( 0.0%) physics [variable] 401483/4194304 ( 9.6%) physics terrain [variable] 3642/1048576 ( 0.3%) Level flags = 0 Total triangle count: 37605 Writing c:\users\charlie\documents\vmfs\gm_citycentretest.bsp 1 minute, 23 seconds elapsed materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Charlie\Documents\vmfs\gm_citycentretest.vmf Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_GRAINY_1, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/gm_citycentretest/nature/blendmilground008_2_plants_wvt_patch Patching WVT material: maps/gm_citycentretest/nature/blendmilground008b_2_wvt_patch Patching WVT material: maps/gm_citycentretest/nature/blendmilground008_2_wvt_patch Patching WVT material: maps/gm_citycentretest/nature/blendsandweed005a_wvt_patch Patching WVT material: maps/gm_citycentretest/de_tides/blend_concrete_dirt_wvt_patch Patching WVT material: maps/gm_citycentretest/nature/blenddirtgrass008a_wvt_patch Patching WVT material: maps/gm_citycentretest/stone/blendcobbledirt001a_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 462 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\Charlie\Documents\vmfs\gm_citycentretest.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) (401483 bytes) Error! prop_static using model "models/props_c17/signpole001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/signpole001.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2387 texinfos to 1490 Reduced 154 texdatas to 135 (4195 bytes to 3444) Writing C:\Users\Charlie\Documents\vmfs\gm_citycentretest.bsp 3 seconds elapsed 8 threads reading c:\users\charlie\documents\vmfs\gm_citycentretest.bsp reading c:\users\charlie\documents\vmfs\gm_citycentretest.prt 1094 portalclusters 3216 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 73015 visible clusters (7.97%) Total clusters visible: 915601 Average clusters visible: 836 Building PAS... Average clusters audible: 1071 visdatasize:298196 compressed from 315072 writing c:\users\charlie\documents\vmfs\gm_citycentretest.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\charlie\documents\vmfs\gm_citycentretest.bsp 11433 faces 28 degenerate faces 4161273 square feet [599223296.00 square inches] 14 Displacements 29828 Square Feet [4295368.50 Square Inches] 11405 patches before subdivision 205541 patches after subdivision 42 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 19778617, max 2090 transfer lists: 150.9 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 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0...1...2...3...4...5...6...7...8...9...10 Bounce #100 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0807 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 1029/8192 12348/98304 (12.6%) brushsides 7316/65536 58528/524288 (11.2%) planes 5048/65536 100960/1310720 ( 7.7%) vertexes 19530/65536 234360/786432 (29.8%) nodes 2342/65536 74944/2097152 ( 3.6%) texinfos 1490/12288 107280/884736 (12.1%) texdata 135/2048 4320/65536 ( 6.6%) dispinfos 14/0 2464/0 ( 0.0%) disp_verts 910/0 18200/0 ( 0.0%) disp_tris 1408/0 2816/0 ( 0.0%) disp_lmsamples 71748/0 71748/0 ( 0.0%) faces 11433/65536 640248/3670016 (17.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3727/65536 208712/3670016 ( 5.7%) leaves 2344/65536 75008/2097152 ( 3.6%) leaffaces 15060/65536 30120/131072 (23.0%) leafbrushes 3099/65536 6198/131072 ( 4.7%) areas 2/256 16/2048 ( 0.8%) surfedges 75577/512000 302308/2048000 (14.8%) edges 45622/256000 182488/1024000 (17.8%) LDR worldlights 42/8192 3696/720896 ( 0.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1259/32768 12590/327680 ( 3.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 27507/65536 55014/131072 (42.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 9296196/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 298196/16777216 ( 1.8%) entdata [variable] 74917/393216 (19.1%) LDR ambient table 2344/65536 9376/262144 ( 3.6%) HDR ambient table 2344/65536 9376/262144 ( 3.6%) LDR leaf ambient 8450/65536 236600/1835008 (12.9%) HDR leaf ambient 2344/65536 65632/1835008 ( 3.6%) 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] 1/4232 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/30398 ( 0.0%) pakfile [variable] 217217/0 ( 0.0%) physics [variable] 401483/4194304 ( 9.6%) physics terrain [variable] 3642/1048576 ( 0.3%) Level flags = 0 Total triangle count: 37605 Writing c:\users\charlie\documents\vmfs\gm_citycentretest.bsp 1 minute, 23 seconds elapsed [/CODE]
Have you tried copying your map into a new .vmf? Paste Special
[QUOTE] [number] degenerate face(s) Description: A degenerate face is a face with no area. For instance, when two of its points are at the same place or three vertices on one line. Rarely, this error can cause all the lighting in your level to become black. If this happens, you will have to track down the degenerate face(s). This is however rare, so only go after the face if your level turns completely dark or you experience other strange errors. Solution: Don't try to fix this error if you don't experience strange problems, it will take you ages to find them in your level (trial and error, most likely). You will want to examply vertex-manipulated brushes first. Generally, this error may be ignored Last contribution: Mr. Happy [/QUOTE] Looks like you've gotten this error, you have 28 degenerate faces and one of them is causing it. Use the Hammer problem checker and see if that fixes the issue, since I believe it can deal with these. I could be wrong though.
[QUOTE=Zanarias;41818124]Looks like you've gotten this error, you have 28 degenerate faces and one of them is causing it. Use the Hammer problem checker and see if that fixes the issue, since I believe it can deal with these. I could be wrong though.[/QUOTE] Aaah good find! Lets see if I can hunt it down.
Try using the Cordon Tool and compiling half of the map, then finding the half with the source of the error and compiling half of that, then half of that, and keep doing it until you get to the brush(es) causing the issue. Then delete and re make them c:
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