• lighting error: map lighting appearing like in-editor - too bright
    10 replies, posted
It's looking like this with settings on normal. Already checked for leaks but found nothing. https://files.facepunch.com/forum/upload/244301/a3cfd9ec-dbad-44c3-be6a-1a46cf504a3c/20180408103408_1.jpg Here is the compiling log: materialPath: E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt 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 (1) Chop Details...done (0) Find Visible Detail Sides... Merged 1208 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials:    skybox/sky_wasteland02*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials:    skybox/sky_wasteland02*.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 (1) (1474505 bytes) Error loading studio model ""! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6110 texinfos to 3288 Reduced 165 texdatas to 136 (6392 bytes to 5321) Writing E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.bsp 9 seconds elapsed 6 threads reading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp reading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.prt  172 portalclusters  662 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 6 visible clusters (0.04%) Total clusters visible: 14792 Average clusters visible: 86 Building PAS... Average clusters audible: 138 visdatasize:8642  compressed from 8256 writing e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp 2 seconds elapsed [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp 24496 faces 4 degenerate faces 20089366 square feet [2892868608.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 24492 patches before subdivision 779612 patches after subdivision 309 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 335132941, max 8754 transfer lists: 2556.9 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(603895, 645977, 523894) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(49054, 53130, 44205) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(8751, 9417, 8039) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1989, 2123, 1756) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(482, 509, 402) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(126, 130, 98) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(34, 35, 25) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(10, 10, 7) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(3, 3, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<1.7999 sec> 0 I could imagine vrad having crashed somehow but I don't know why it could have in that case. Thanks in advance for any help!
What happens when you type mat_fullbright 0
Nothing.
That compile log isn't complete, meaning the BSP file isn't being updated but old information like visclusters and lighting are being deleted from the existing one. Try deleting the BSP file that you do have, then running the map again. If no BSP is created in the game folder then you know something has gone terribly wrong.
So, I deleted the BSP, ran the map on normal settings and the lighting bug is still there. Thanks for the suggestion, though.
As you can see towards the bottom of the log, the entire program quits (in other words VRAD crashes without giving a notice) when trying to do the FinalLightFace, hence the 0 and not a 0...1...2...3...4...5...6...7...8...9...10. Here is what the VRAD section and log end looks like when completed properly.       Valve Radiosity Simulator      8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading v:\documents\blandworld.bsp Setting up ray-trace acceleration structure... Done (0.00 seconds) 176 faces 403911 square feet [58163200.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 176 patches before subdivision 9758 patches after subdivision sun extent from map=0.000000 2 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 68590, max 227 transfer lists:   0.5 megs GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #1 added RGB(18507, 18507, 18507) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #2 added RGB(3967, 3967, 3967) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #3 added RGB(444, 444, 444) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #4 added RGB(125, 125, 125) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #5 added RGB(23, 23, 23) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #6 added RGB(7, 7, 7) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #7 added RGB(2, 2, 2) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0030 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                   1/1024           48/49152    ( 0.1%) brushes                  7/8192           84/98304    ( 0.1%) brushsides              42/65536         336/524288   ( 0.1%) planes                  54/65536        1080/1310720  ( 0.1%) vertexes               209/65536        2508/786432   ( 0.3%) nodes                   58/65536        1856/2097152  ( 0.1%) texinfos                 5/12288         360/884736   ( 0.0%) texdata                  3/2048           96/65536    ( 0.1%) dispinfos                0/0               0/0        ( 0.0%) disp_verts               0/0               0/0        ( 0.0%) disp_tris                0/0               0/0        ( 0.0%) disp_lmsamples           0/0               0/0        ( 0.0%) faces                  176/65536        9856/3670016  ( 0.3%) hdr faces                0/65536           0/3670016  ( 0.0%) origfaces               11/65536         616/3670016  ( 0.0%) leaves                  60/65536        1920/2097152  ( 0.1%) leaffaces              184/65536         368/131072   ( 0.3%) leafbrushes             41/65536          82/131072   ( 0.1%) areas                    2/256            16/2048     ( 0.8%) surfedges              808/512000       3232/2048000  ( 0.2%) edges                  407/256000       1628/1024000  ( 0.2%) LDR worldlights          2/8192          176/720896   ( 0.0%) HDR worldlights          0/8192            0/720896   ( 0.0%) leafwaterdata            0/32768           0/393216   ( 0.0%) waterstrips              8/32768          80/327680   ( 0.0%) waterverts               0/65536           0/786432   ( 0.0%) waterindices           192/65536         384/131072   ( 0.3%) cubemapsamples           0/1024            0/16384    ( 0.0%) overlays                 0/512             0/180224   ( 0.0%) LDR lightdata         [variable]      305472/0        ( 0.0%) HDR lightdata         [variable]           0/0        ( 0.0%) visdata               [variable]         256/16777216 ( 0.0%) entdata               [variable]         620/393216   ( 0.2%) LDR ambient table       60/65536         240/262144   ( 0.1%) HDR ambient table       60/65536         240/262144   ( 0.1%) LDR leaf ambient       288/65536        8064/1835008  ( 0.4%) HDR leaf ambient        60/65536        1680/1835008  ( 0.1%) 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]           1/12       ( 8.3%) pakfile               [variable]      105671/0        ( 0.0%) physics               [variable]        2704/4194304  ( 0.1%) physics terrain       [variable]           2/1048576  ( 0.0%) Level flags = 0 Total triangle count: 412 Writing v:\documents\blandworld.bsp 0 seconds elapsed When ever you compile a map and do not see the total triangle count or the collation list, it means VRAD is not finishing properly. Anytime a map is "done" without VRAD it will not show either of those things. Additionally you may notice that your map has an unusually low filesize for the amount of lighting in it (A BSP layers the rendered lightmap image over an externally loaded texture so its file size is directly related to the quantity and detail of lighted surfaces and not the textures used in it). As interesting as all this info may be the only suggestion I can give you is to find areas which do not need incredibly low lightmap scales and increase them so VRAD wont crash. If VRAD needs more RAM than you have available it could also be a part of the problem, a common problem for laptop users. I would be interested to know how large the map is in hammer units and how long it takes to compile up to that point. You may want to open the task manager and watch how much memory VRAD uses during that part of the compile.
Ok, I'm currently trying out what you said and increased the lightmap scale on every brush face to standard size. Also deleted the old BSP, VMX and PRT files of the map, leaving only the VMF file and the log text file in the maps folder. After this I ran the map with normal compiling settings, sadly without success yet. But I'm fiddling with it a little more.
Edit: I've tried increasing the lightmap scale on further brush faces. But, of course, not working for me. And I always deleted the BSP along with the other files except for the VMF of course. Thanks again for the suggestion, though.
Just to be sure, I noticed your map has almost a square mile of lighting surface. The square foot measurement exists separate from lightmap scale so its a pure measurement. Either you forgot to nodraw a lot of surfaces or your map has too many complex shaped lightmapped surfaces. Just to compare, a flat plane that is 28,000x28,000 hammer units is roughly 17,000,000 sqft and you are at almost 20,000,000 sqft in what appears to be an indoor level. In both of your compiles you have a whopping 2.5 gigs transfer list as well, indicating super complex lighmaps. Try saving a different named copy of your map, selecting all geometry and setting the lightmap scale to 32 just to see if Vrad will complete at all. Keep in mind that the difference between lightmap scales are inverse exponential in their effects; you are changing two dimensions at once. The number you define is literally how many hammer units across a "light-pixel" is. The difference between scale 2 and 1 represents an equivalent area of 4 and 1. That kind of change is minuscule visually but much harder to compile, but going from 8 to 16 would be 64 to 256 units per face being covered by a single "light-pixel" thus speeding up compile times (bigger numbers being easier for your computer).
Thanks, gonna try this out next.
It finally worked! Vrad isn't crashing anymore! Turns out it was the lightmaps after all. I took another look at the map and found out the skybox was causing it as it's really big in addition to the 3D skybox of the map. These two made up a lot of area with unnecessarily small lightmap scales, so I increased them to 35 units and applied nodraw textures to their outsides. I really can't thank you engough man! Just look at this gorgeous compiling log: ** Executing... ** Command: "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.vmf" Valve Software - vbsp.exe (Feb 19 2018) 6 threads materialPath: E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in e:\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 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 1208 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials:    skybox/sky_wasteland02*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials:    skybox/sky_wasteland02*.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 (1) (1474409 bytes) Error loading studio model ""! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6071 texinfos to 3269 Reduced 165 texdatas to 136 (6392 bytes to 5321) Writing E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.bsp 9 seconds elapsed ** Executing... ** Command: "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3" Valve Software - vvis.exe (Feb 19 2018) 6 threads reading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp reading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.prt  946 portalclusters 2295 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 (10147) Optimized: 591 visible clusters (0.07%) Total clusters visible: 826665 Average clusters visible: 873 Building PAS... Average clusters audible: 907 visdatasize:227891  compressed from 227040 writing e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp 2 hours, 49 minutes, 7 seconds elapsed ** Executing... ** Command: "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters:  -game "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3" Valve Software - vrad.exe SSE (Feb 19 2018)       Valve Radiosity Simulator      6 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp Setting up ray-trace acceleration structure... Done (5.25 seconds) 20681 faces 4 degenerate faces 25568160 square feet [3681815040.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 20677 patches before subdivision 725903 patches after subdivision sun extent from map=0.087156 309 direct lights BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (111) BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (496) transfers 302505844, max 5063 transfer lists: 2307.9 megs GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(598444, 640445, 519131) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(48032, 51954, 43487) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(8594, 9244, 7893) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(1949, 2078, 1719) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(472, 497, 392) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(123, 127, 96) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(34, 34, 24) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(10, 10, 6) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(3, 3, 2) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.8035 sec> FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (50) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 66 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (40) Writing leaf ambient...done Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness  ------------       ---------------  ---------------  --------  models                  50/1024         2400/49152    ( 4.9%)  brushes               4061/8192        48732/98304    (49.6%)  brushsides           31516/65536      252128/524288   (48.1%)  planes               15812/65536      316240/1310720  (24.1%)  vertexes             32767/65536      393204/786432   (50.0%)  nodes                 6657/65536      213024/2097152  (10.2%)  texinfos              3269/12288      235368/884736   (26.6%)  texdata                136/2048         4352/65536    ( 6.6%)  dispinfos                0/0               0/0        ( 0.0%)  disp_verts               0/0               0/0        ( 0.0%)  disp_tris                0/0               0/0        ( 0.0%)  disp_lmsamples           0/0               0/0        ( 0.0%)  faces                20681/65536     1158136/3670016  (31.6%)  hdr faces                0/65536           0/3670016  ( 0.0%)  origfaces            10814/65536      605584/3670016  (16.5%)  leaves                6708/65536      214656/2097152  (10.2%)  leaffaces            26082/65536       52164/131072   (39.8%)  leafbrushes           9173/65536       18346/131072   (14.0%)  areas                    3/256            24/2048     ( 1.2%)  surfedges           145437/512000     581748/2048000  (28.4%)  edges                92983/256000     371932/1024000  (36.3%)  LDR worldlights        309/8192        27192/720896   ( 3.8%)  HDR worldlights          0/8192            0/720896   ( 0.0%)  leafwaterdata            5/32768          60/393216   ( 0.0%)  waterstrips           2789/32768       27890/327680   ( 8.5%)  waterverts               0/65536           0/786432   ( 0.0%)  waterindices         55941/65536      111882/131072   (85.4%) VERY FULL! cubemapsamples          26/1024          416/16384    ( 2.5%)  overlays                 0/512             0/180224   ( 0.0%)  LDR lightdata         [variable]    21410004/0        ( 0.0%)  HDR lightdata         [variable]           0/0        ( 0.0%)  visdata               [variable]      227891/16777216 ( 1.4%)  entdata               [variable]      169878/393216   (43.2%)  LDR ambient table     6708/65536       26832/262144   (10.2%)  HDR ambient table     6708/65536       26832/262144   (10.2%)  LDR leaf ambient     24107/65536      674996/1835008  (36.8%)  HDR leaf ambient      6708/65536      187824/1835008  (10.2%)  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]           1/504      ( 0.2%)  dtl prp lght          [variable]           1/4        (25.0%)  HDR dtl prp lght      [variable]           1/4        (25.0%)  static props          [variable]           1/48524    ( 0.0%)  pakfile               [variable]     2377049/0        ( 0.0%)  physics               [variable]     1474409/4194304  (35.2%)  physics terrain       [variable]           2/1048576  ( 0.0%)  Level flags = 0 Total triangle count: 61054 Writing e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp 11 minutes, 52 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.bsp" "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.bsp" ** Executing... ** Command: "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe" ** Parameters: -game "E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod"  +map "3" -steam
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