• Post Update - Now when I compile maps, they compile with Dysfunctional Lighting!!
    15 replies, posted
All of my maps, even previously compiled ones, are now compiling with the lighting messed up. Everything is fullbright, despite how much I change mat_fullbright 0/1. I can load previous maps fine, any map that was compiled pre-patch works perfectly. But as of today, April 3rd, any map that I compile WILL NOT COMPILE WITH FUNCTIONAL LIGHTING. :(
[QUOTE=ZeroPAiN;44446913]All of my maps, even previously compiled ones, are now compiling with the lighting messed up. Everything is fullbright, despite how much I change mat_fullbright 0/1. I can load previous maps fine, any map that was compiled pre-patch works perfectly. But as of today, April 3rd, any map that I compile WILL NOT COMPILE WITH FUNCTIONAL LIGHTING. :([/QUOTE] Try replacing the contents of your gameinfo.txt with this: [code]"GameInfo" { game "Garry's Mod" title "" title2 "" type multiplayer_only "developer" "TEAM GARRY" "developer_url" "http://www.garrysmod.com/" "manual" "http://wiki.garrysmod.com/" FileSystem { SteamAppId 4000 // 218 ToolsAppId 211 SearchPaths { Game |gameinfo_path|. Game hl2 Game |all_source_engine_paths|hl2 } } }[/code] It's not correct and Hammer wouldn't be able to mount GMod content, so I changed it. I really don't see how this could break lightmaps, which Hammer are you running (as in, from which game), and did you edit its gameconfig?
[code]"Garry's Mod" { "GameDir" "H:\SteamGame\SteamApps\common\GarrysMod\garrysmod" "Hammer" { "GameData0" "H:\SteamGame\SteamApps\common\Counter-Strike Source\bin\cstrike.fgd" "GameData1" "H:\SteamGame\SteamApps\common\GarrysMod\garrysmod\garrysmod.fgd" "GameData2" "H:\SteamGame\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\base.fgd" "GameData3" "H:\SteamGame\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\halflife2.fgd" "GameData4" "H:\SteamGame\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\hl2mp.fgd" "GameData5" "H:\SteamGame\SteamApps\common\SourceSDK\bin\source2007\bin\propper.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.250000" "DefaultLightmapScale" "16" "GameExe" "H:\SteamGame\SteamApps\common\GarrysMod\hl2.exe" "DefaultSolidEntity" "color_correction_volume" "DefaultPointEntity" "info_player_start" "BSP" "H:\SteamGame\SteamApps\common\GarrysMod\bin\vbsp.exe" "Vis" "H:\SteamGame\SteamApps\common\GarrysMod\bin\vvis.exe" "Light" "H:\SteamGame\SteamApps\common\GarrysMod\bin\vrad.exe" "GameExeDir" "H:\SteamGame\SteamApps\common\GarrysMod" "MapDir" "H:\SteamGame\SteamApps\common\GarrysMod\garrysmod\sourcesdk_content\mapsrc" "BSPDir" "H:\SteamGame\SteamApps\common\GarrysMod\garrysmod\maps" "CordonTexture" "BLACK" "MaterialExcludeCount" "0" } }[/code] It's worked for so long, I'm not sure why it would mess up now.
I usually use Source SDK Multiplayer 2013's hammer, as for some reason the Hammer from my GMod's bin folder won't load.
[QUOTE=_Kilburn;44447819]Try replacing the contents of your gameinfo.txt with this: [code]"GameInfo" { game "Garry's Mod" title "" title2 "" type multiplayer_only "developer" "TEAM GARRY" "developer_url" "http://www.garrysmod.com/" "manual" "http://wiki.garrysmod.com/" FileSystem { SteamAppId 4000 // 218 ToolsAppId 211 SearchPaths { Game |gameinfo_path|. Game hl2 Game |all_source_engine_paths|hl2 } } }[/code] It's not correct and Hammer wouldn't be able to mount GMod content, so I changed it. I really don't see how this could break lightmaps, which Hammer are you running (as in, from which game), and did you edit its gameconfig?[/QUOTE] Using your code for my gameinfo.txt made it give errors even upon loading the map in Hammer. and let me fix my previous entry, my gameinfo.txt was this: [CODE]"GameInfo" { game "Garry's Mod" title "" title2 "" type multiplayer_only "developer" "TEAM GARRY" "developer_url" "http://www.garrysmod.com/" "manual" "http://wiki.garrysmod.com/" FileSystem { SteamAppId 4000 // 218 ToolsAppId 211 SearchPaths { game+mod garrysmod/garrysmod.vpk game |all_source_engine_paths|hl2/hl2_textures.vpk game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk game |all_source_engine_paths|hl2/hl2_sound_misc.vpk game |all_source_engine_paths|hl2/hl2_misc.vpk platform |all_source_engine_paths|platform/platform_misc.vpk mod+mod_write+default_write_path |gameinfo_path|. game+game_write garrysmod gamebin garrysmod/bin game |all_source_engine_paths|hl2 platform |all_source_engine_paths|platform } } } [/CODE]
Anyone please help - I can't figure this out... and I'm in the mapping mood and this has just completely bummed me out of mapping :P
I take it no one has this problem, then.
Anyone?
Don't use the GMod version of vbsp, vvis and vrad, try using the ones from Source SDK Multiplayer 2013 instead.
[QUOTE=_Kilburn;44498280]Don't use the GMod version of vbsp, vvis and vrad, try using the ones from Source SDK Multiplayer 2013 instead.[/QUOTE] I've tried both now, I usually used the Source SDK Multiplayer 2013 one, i just switched it to the GMod version of it because i thought maybe the update did something to it. However I'm still having problems! It is really any map. Anything I've made previously or make now maps itself with no lighting at all. Everything is full bright. I'm also noticing that my func_water_analog's are solid and I can't swim through them. I instead walk on top of them. This is the log from one of the maps I compiled, and I don't see any errors that would cause the lighting to mess up or anything else really mapbreaking: [CODE] ** Executing... ** Command: "H:\SteamGame\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" ** Parameters: -game "H:\SteamGame\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Arthur Streeter\Desktop\Minecraft Mapping Attemps\Skywars4.vmf" Valve Software - vbsp.exe (Aug 30 2013) 6 threads materialPath: H:\SteamGame\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Arthur Streeter\Desktop\Minecraft Mapping Attemps\Skywars4.vmf material "minecraft_original/stone brick" not found. Material not found!: MINECRAFT_ORIGINAL/STONE BRICK ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "minecraft_original/cobblestone" not found. Material not found!: MINECRAFT_ORIGINAL/COBBLESTONE Could not locate 'GameData' key in h:\steamgame\steamapps\common\garrysmod\garrysmod\gameinfo.txt fixing up env_cubemap materials on brush sides... Material ENNERGY/MINECRAFT/WATER is depending on itself through materialvar $bottommaterial! Ignoring... 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) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\Arthur Streeter\Desktop\Minecraft Mapping Attemps\Skywars4.prt...Building visibility clusters... done (0) material "skybox/minecraftrt" not found. Can't load skybox file skybox/minecraft to build the default cubemap! Can't load skybox file skybox/minecraft to build the default cubemap! 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) (838759 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 851 texinfos to 474 Reduced 38 texdatas to 35 (1093 bytes to 1008) Writing C:\Users\Arthur Streeter\Desktop\Minecraft Mapping Attemps\Skywars4.bsp 6 seconds elapsed ** Executing... ** Command: "H:\SteamGame\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" ** Parameters: -game "H:\SteamGame\SteamApps\common\GarrysMod\garrysmod" -fast "C:\Users\Arthur Streeter\Desktop\Minecraft Mapping Attemps\Skywars4" Valve Software - vvis.exe (Aug 27 2013) fastvis = true 6 threads reading c:\users\arthur streeter\desktop\minecraft mapping attemps\Skywars4.bsp reading c:\users\arthur streeter\desktop\minecraft mapping attemps\Skywars4.prt 2893 portalclusters 10079 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4) Optimized: 255666 visible clusters (3.58%) Total clusters visible: 7141321 Average clusters visible: 2468 Building PAS... Average clusters audible: 2892 visdatasize:2074719 compressed from 2129248 writing c:\users\arthur streeter\desktop\minecraft mapping attemps\Skywars4.bsp 5 seconds elapsed ** Executing... ** Command: "H:\SteamGame\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" ** Parameters: -game "H:\SteamGame\SteamApps\common\GarrysMod\garrysmod" -noextra "C:\Users\Arthur Streeter\Desktop\Minecraft Mapping Attemps\Skywars4" Valve Software - vrad.exe SSE (Aug 30 2013) Valve Radiosity Simulator 6 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\arthur streeter\desktop\minecraft mapping attemps\Skywars4.bsp Setting up ray-trace acceleration structure... Done (0.70 seconds) 9628 faces 553906 square feet [79762488.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 9628 patches before subdivision 9628 patches after subdivision 7 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 (20) transfers 2481781, max 1863 transfer lists: 18.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0001 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 (24) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 67/1024 3216/49152 ( 6.5%) brushes 2524/8192 30288/98304 (30.8%) brushsides 15531/65536 124248/524288 (23.7%) planes 1838/65536 36760/1310720 ( 2.8%) vertexes 11099/65536 133188/786432 (16.9%) nodes 5767/65536 184544/2097152 ( 8.8%) texinfos 474/12288 34128/884736 ( 3.9%) texdata 35/2048 1120/65536 ( 1.7%) 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 9628/65536 539168/3670016 (14.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 7983/65536 447048/3670016 (12.2%) leaves 5835/65536 186720/2097152 ( 8.9%) leaffaces 10451/65536 20902/131072 (15.9%) leafbrushes 3829/65536 7658/131072 ( 5.8%) areas 2/256 16/2048 ( 0.8%) surfedges 74112/512000 296448/2048000 (14.5%) edges 40281/256000 161124/1024000 (15.7%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 724/32768 7240/327680 ( 2.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10179/65536 20358/131072 (15.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 2074719/16777216 (12.4%) entdata [variable] 35950/393216 ( 9.1%) LDR ambient table 5835/65536 23340/262144 ( 8.9%) HDR ambient table 5835/65536 23340/262144 ( 8.9%) LDR leaf ambient 3302/65536 92456/1835008 ( 5.0%) HDR leaf ambient 5835/65536 163380/1835008 ( 8.9%) 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] 54/0 ( 0.0%) physics [variable] 838759/4194304 (20.0%) physics terrain [va
best take this up into the mapping section of facepunch.
[code]GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0001 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done[/code] [code]LDR lightdata [variable] 0/0 ( 0.0%) [/code] Ok this is bad. Have you tried compiling something as simple as a hollow box with a light inside? I just don't see how this update could have possibly fucked VRAD up so badly and you seem to be the only one affected by this issue.
[QUOTE=_Kilburn;44505407][code]GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0001 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done[/code] [code]LDR lightdata [variable] 0/0 ( 0.0%) [/code] Ok this is bad. Have you tried compiling something as simple as a hollow box with a light inside? I just don't see how this update could have possibly fucked VRAD up so badly and you seem to be the only one affected by this issue.[/QUOTE] Okay I just tested it on a new map with nothing but a block or two for shadows to be cast on. Works like it's supposed to. Now why would my maps have been corrupted? --edit-- It would be a pain.. but I'm going to try to remove and replace all the lighting in one of the maps to see if it fixes it. I do remember the last thing I did before the update was that I had copy/pasted a light from another map and pasted into one of my own to copy its properties and everything, think that might have caused an issue? I've done it countless times before :/
Okay I've tried even simply rebuilding a minecraft map using my sourceforts method, and it doesn't work anymore. All of the maps I've previously made now always compile incorrectly for garry's mod. Every time the light messes up. Is there some issue with textures or something? What would cause a map to force itself to do mat_fullbright 1? Strange thing is that even sometimes its not fullbright 1, but NOTHING is affected by light accept for the player's viewmodel. For example, if I were to walk next to a torch, it would bounce light off onto the weapon&hands, but nothing else. The entire map is enclosed by basic skybox brushes, not entities or anything else. And not only are the lights not loading properly, but still textures that you should be able to see through (IE: a fence grate) cause you to see through almost the entire map. ---Edit--- When I noclip outside of the map, it doesn't close it off and show me the black void like it's supposed to, it just is like an endless skybox. I know this must be causing an error somehow.
Could you send me the vmf of a map that doesn't compile correctly anymore, along with a (working) compiled bsp from before the update? Just host them on some file hosting service and PM me the link or something.
FIXED IT!! Turns out it must have done something with the gameinfo.txt things... My previous one like this: [code]"GameInfo" { game "Garry's Mod" title "" title2 "" type multiplayer_only "developer" "TEAM GARRY" "developer_url" "http://www.garrysmod.com/" "manual" "http://wiki.garrysmod.com/" FileSystem { SteamAppId 4000 // 218 ToolsAppId 211 SearchPaths { game+mod garrysmod/garrysmod.vpk game |all_source_engine_paths|hl2/hl2_textures.vpk game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk game |all_source_engine_paths|hl2/hl2_sound_misc.vpk game |all_source_engine_paths|hl2/hl2_misc.vpk platform |all_source_engine_paths|platform/platform_misc.vpk mod+mod_write+default_write_path |gameinfo_path|. game+game_write garrysmod gamebin garrysmod/bin game |all_source_engine_paths|hl2 platform |all_source_engine_paths|platform } } } [/code] Wasn't working. So I replaced it with one I found on the forums elsewhere: [code] "GameInfo" { game "Garry's Mod" title "" title2 "" type multiplayer_only "developer" "TEAM GARRY" "developer_url" "http://www.garrysmod.com/" "manual" "http://wiki.garrysmod.com/" FileSystem { SteamAppId 4000 // 218 ToolsAppId 211 SearchPaths { // First, mount all user customizations. This will search for VPKs and subfolders // and mount them in alphabetical order. The easiest way to distribute a mod is to // pack up the custom content into a VPK. To "install" a mod, just drop it in this // folder. // // Note that this folder is scanned only when the game is booted. game+mod garrysmod/custom/* // Now search loose files. We'll set the directory containing the gameinfo.txt file // as the first "mod" search path (after any user customizations). This is also the one // that's used when writing to the "mod" path. game+mod+mod_write+default_write_path |gameinfo_path|. gamebin |gameinfo_path|bin // We search VPK files before ordinary folders, because most files will be found in // VPK and we can avoid making thousands of file system calls to attempt to open files // in folders where they don't exist. (Searching a VPK is much faster than making an operating // system call.) game+mod garrysmod/garrysmod.vpk game+mod garrysmod/fallbacks.vpk game |all_source_engine_paths|hl2/hl2_english.vpk game |all_source_engine_paths|hl2/hl2_pak.vpk game |all_source_engine_paths|hl2/hl2_textures.vpk game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk game |all_source_engine_paths|hl2/hl2_sound_misc.vpk game |all_source_engine_paths|hl2/hl2_misc.vpk platform |all_source_engine_paths|platform/platform_misc.vpk // Add the HL2 directory as a game search path. This is also where where writes // to the "game" path go. game+game_write hl2 // Where the game's binaries are gamebin garrysmod/bin // Last, mount in shared HL2 loose files game |all_source_engine_paths|hl2mp game |all_source_engine_paths|hl2 platform |all_source_engine_paths|platform // Last, do the actual gmod default gameinfo. game hl2 game |all_source_engine_paths|hl2 } } }[/code] And it worked perfectly!
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