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hammer lighting problem again.
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The top three are my current version of the map, the bottom two are an older version. [url]http://imgur.com/a/4QDkn[/url] What I have done since the previous version. A lot of this wan in an effort to fix it. - added 5 rooms - added func_areaportalwindows(removing did not fix it) - Heavy optimization and reduction in brush amount - removed carved surfaces - reduced the portal file clutter(cause this problem in early development, read this thread [url]http://facepunch.com/showthread.php?t=1371372&p=44103718#post44103718[/url]) - removed many env_fire and smokestacks - got rid of clutter in brushes - turned every brush I could into a func_detail, not all -________- Light sources that have an effect such as flicker, florescent, or candle work perfectly. Environment lighting only works in skybox. Things that are not the issue, so do not list. - lights inside props... -______________- dumbest answer of all time - no leaks, as a matter of fact when I create a leak the lights work - light drop-off distance Solutions that do not work - copying entire map into new file - restarting computer - adding func_visclusters - reducing brush amount and turning what can be turned into func_detail into that Compile log(everything on normal): ( I am 90% certain the issue is in the gatherlight section) ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\zs_luxury_v4.vmf" Valve Software - vbsp.exe (Aug 30 2013) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\materials Loading C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\zs_luxury_v4.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar "materials/program files (x86)/steam/steamapps/toexhead/garrysmod/garrysmod/test/face4k.vtf": cached version doesn't exist Can't find surfaceprop antlionsand for material NATURE/BLENDROCKBLACK02A_DX8, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\gameinfo.txt Patching WVT material: maps/zs_luxury_v4/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/zs_luxury_v4/nature/blenddirtgravel01_wvt_patch Patching WVT material: maps/zs_luxury_v4/nature/blendpavedirt01_nodetail_wvt_patch Patching WVT material: maps/zs_luxury_v4/nature/blendrockblack02a_dx8_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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1142 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\zs_luxury_v4.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.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_09*.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) (425995 bytes) Error loading studio model ""! 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 2157 texinfos to 1320 Reduced 254 texdatas to 200 (10549 bytes to 8558) Writing C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\zs_luxury_v4.bsp 1 second elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\zs_luxury_v4" Valve Software - vvis.exe (Aug 27 2013) 4 threads reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\zs_luxury_v4.bsp reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\zs_luxury_v4.prt 251 portalclusters 656 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 (0) Optimized: 222 visible clusters (0.84%) Total clusters visible: 26400 Average clusters visible: 105 Building PAS... Average clusters audible: 240 visdatasize:17417 compressed from 16064 writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\zs_luxury_v4.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\zs_luxury_v4" Valve Software - vrad.exe SSE (May 3 2013) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\zs_luxury_v4.bsp Error! Unable to load model "models/props/nature/rd_tallpalm01.mdl" Error! Unable to load model "models/props/de_inferno/bushgreenbig.mdl" Error! Unable to load model "models/props_debris/rebar_medthin02b.mdl" Error! Unable to load model "models/props_debris/rebar_cluster002a.mdl" Error! Unable to load model "models/props_debris/rebar_smallnorm01c.mdl" Error! Unable to load model "models/props_debris/rebar002d_96.mdl" Error! Unable to load model "models/props_debris/rebar002c_64.mdl" Error! Unable to load model "models/props_foliage/hedge_128_128high.mdl" Error! Unable to load model "models/props/de_tides/tides_sign_b.mdl" Error! Unable to load model "models/props/cs_militia/lightfixture01.mdl" Error! Unable to load model "models/props_c17/gasmeter003a.mdl" Error! Unable to load model "models/props/cs_assault/ventilationduct01.mdl" Error! Unable to load model "models/props/de_train/acunit1.mdl" Error! Unable to load model "models/props_c17/substation_transformer01b.mdl" Error! Unable to load model "models/props_pipes/destroyedpipes01b.mdl" Error! Unable to load model "models/props_pipes/destroyedpipes01c.mdl" Error! Unable to load model "models/props/cs_office/light_security.mdl" Error! Unable to load model "models/props_c17/light_domelight02_on.mdl" Error! Unable to load model "models/props/cs_militia/wallconcreterubble.mdl" Error! Unable to load model "models/props_debris/concrete_debris256barricade001a.mdl" Error! Unable to load model "models/props/cs_office/light_inset.mdl" Setting up ray-trace acceleration structure... Done (0.32 seconds) 6109 faces 7 degenerate faces 722208 square feet [103998040.00 square inches] 8 Displacements 1893 Square Feet [272654.72 Square Inches] 6102 patches before subdivision zero area child patch 94322 patches after subdivision sun extent from map=0.034899 124 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12) transfers 13913262, max 1091 transfer lists: 106.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added 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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #95 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #96 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #97 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #98 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #99 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #100 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0164 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 56/1024 2688/49152 ( 5.5%) brushes 1157/8192 13884/98304 (14.1%) brushsides 8711/65536 69688/524288 (13.3%) planes 6586/65536 131720/1310720 (10.0%) vertexes 11438/65536 137256/786432 (17.5%) nodes 1743/65536 55776/2097152 ( 2.7%) texinfos 1320/12288 95040/884736 (10.7%) texdata 200/2048 6400/65536 ( 9.8%) dispinfos 8/0 1408/0 ( 0.0%) disp_verts 648/0 12960/0 ( 0.0%) disp_tris 1024/0 2048/0 ( 0.0%) disp_lmsamples 19268/0 19268/0 ( 0.0%) faces 6109/65536 342104/3670016 ( 9.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3403/65536 190568/3670016 ( 5.2%) leaves 1800/65536 57600/2097152 ( 2.7%) leaffaces 7508/65536 15016/131072 (11.5%) leafbrushes 2579/65536 5158/131072 ( 3.9%) areas 18/256 144/2048 ( 7.0%) surfedges 44834/512000 179336/2048000 ( 8.8%) edges 27529/256000 110116/1024000 (10.8%) LDR worldlights 124/8192 10912/720896 ( 1.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 7/32768 84/393216 ( 0.0%) waterstrips 1117/32768 11170/327680 ( 3.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 18798/65536 37596/131072 (28.7%) cubemapsamples 67/1024 1072/16384 ( 6.5%) overlays 20/512 7040/180224 ( 3.9%) LDR lightdata [variable] 5551356/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 17417/16777216 ( 0.1%) entdata [variable] 445562/393216 (113.3%) VERY FULL! LDR ambient table 1800/65536 7200/262144 ( 2.7%) HDR ambient table 1800/65536 7200/262144 ( 2.7%) LDR leaf ambient 5049/65536 141372/1835008 ( 7.7%) HDR leaf ambient 1800/65536 50400/1835008 ( 2.7%) 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] 1/18446 ( 0.0%) pakfile [variable] 7231590/0 ( 0.0%) physics [variable] 425995/4194304 (10.2%) physics terrain [variable] 3044/1048576 ( 0.3%) Level flags = 0 Total triangle count: 18954 Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\zs_luxury_v4.bsp 39 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\zs_luxury_v4.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\zs_luxury_v4.bsp"
FIXED the problem was a random ass func_detail inside a areaportal
Sorry, you need to
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