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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