• Problems with lighting in my map
    6 replies, posted
I've been making a map and for the entire time when I tested it the lighting worked soundly, until I added in a large open area (the rest of my map was semi-claustrophobic enclosed corridors and one house like structure),water, and cube maps. Now whenever I load up my map in game the lighting is disabled (I.E: Disabled lighting in source filmmaker type lighting) and everything looks like the "3D textured view" for the 3D view port. Here is my compile log, please help and thanks in advance [CODE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\XXXXX\Documents\Firstmap.vmf" Valve Software - vbsp.exe (Feb 13 2017) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials Loading C:\Users\XXXXXX\Documents\Firstmap.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Patching WVT material: maps/firstmap/pl_barnblitz/blendmetalroofsnow_02_wvt_patch 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 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 202 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\XXXXX\Documents\Firstmap.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... Found a displacement edge abutting multiple other edges. 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) (2218648 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 634 texinfos to 482 Reduced 31 texdatas to 26 (933 bytes to 766) Writing C:\Users\XXXXXX\Documents\Firstmap.bsp Wrote ZIP buffer, estimated size 956256, actual size 952960 2 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\XXXXXX\Documents\Firstmap" Valve Software - vvis.exe (Feb 13 2017) 8 threads reading c:\users\XXXXXX\documents\Firstmap.bsp reading c:\users\XXXXXXX\documents\Firstmap.prt 365 portalclusters 1104 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 (14) Optimized: 59 visible clusters (0.11%) Total clusters visible: 54104 Average clusters visible: 148 Building PAS... Average clusters audible: 227 visdatasize:29500 compressed from 35040 writing c:\users\XXXXXX\documents\Firstmap.bsp 14 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\XXXXXXXX\Documents\Firstmap" Valve Software - vrad.exe SSE (Feb 13 2017) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] unknown light specifier type - lights [56 texlights parsed from 'lights.rad'] Loading c:\users\XXXXXXXX\documents\Firstmap.bsp Setting up ray-trace acceleration structure... Done (2.36 seconds) 2181 faces 3 degenerate faces 427526 square feet [61563784.00 square inches] 40 Displacements 89846 Square Feet [12937922.00 Square Inches] Stack overflow in neighbors ** Executing... ** Command: Copy File ** Parameters: "C:\Users\XXXXXXX\Documents\Firstmap.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Firstmap.bsp" [/CODE]
Found a displacement edge abutting multiple other edges. you need to remake the displacement causing this error ,, Stack overflow in neighbors not sure what this is in the vrad part but try increasing the ligtmap scale of the ground textures to 64 or higher
[QUOTE=taz0;52065606]Found a displacement edge abutting multiple other edges. you need to remake the displacement causing this error ,, Stack overflow in neighbors not sure what this is in the vrad part but try increasing the ligtmap scale of the ground textures to 64 or higher[/QUOTE] Found the problem, my lake in the middle of the map was a little bit too large so I made it spacially correct then made the brush bigger, thanks for your help Edit: Nevermind its still fullbright [editline]6th April 2017[/editline] I think i still have one abutting multiple edges but I cant find it for the life of me, if anyone wants to look for it here's the [URL="https://puu.sh/vbaJX/ccc55a3381.bsp"]BSP[/URL] and the [URL="https://puu.sh/vbaJO/ba2e9e2958.vmf"]VMF[/URL] [editline]6th April 2017[/editline] I think i still have one abutting multiple edges but I cant find it for the life of me, if anyone wants to look for it here's the [URL="https://puu.sh/vbaJX/ccc55a3381.bsp"]BSP[/URL] and the [URL="https://puu.sh/vbaJO/ba2e9e2958.vmf"]VMF[/URL]
when you do displacements and you want to join at corners make the angles 45 degrees and sew them together and with displacements criss crossing each other you can do either,, make the ends to a point so the 4 displacements join nice or make one square displaement and sew the ends of the others to it [B]EDIT[/B] [url]https://www.dropbox.com/s/2gt1rdab6mzdwog/2017-04-06_14-02-34.mp4?dl=0[/url] i made a quick video using your map of what i mean ,, i don't have tf2 installed so i changed the displacements to dev texture so u can better see
[QUOTE=taz0;52066460]when you do displacements and you want to join at corners make the angles 45 degrees and sew them together and with displacements criss crossing each other you can do either,, make the ends to a point so the 4 displacements join nice or make one square displaement and sew the ends of the others to it [B]EDIT[/B] [url]https://www.dropbox.com/s/2gt1rdab6mzdwog/2017-04-06_14-02-34.mp4?dl=0[/url] i made a quick video using your map of what i mean ,, i don't have tf2 installed so i changed the displacements to dev texture so u can better see[/QUOTE] Thanks for showing me that man! [editline]6th April 2017[/editline] Gosh darnit, I fixed the aubbuting displacement glitch but my map is still going fullbright. I don't even know why anymore
Okay new problem, I think I fixed the displacement glitch but now when I go to compile it gets to portal flow and slows down to the point of stopping on the number 4
you need to optimise your level [url]http://www.optimization.interlopers.net/index.php?chapter=notices[/url] will give you some good hints and tips
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