• Lighting Problems!
    24 replies, posted
I am having lighting problems.. [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/desert0000.jpg[/URL] I dont have any lights or anything in the room, only light in the whole map is a light_environment. no errors from log checker (.interlopers), and its compiling on default. any ideas?
Is the brush on top breakable?
no its not it just a world wall.
I don't know whats causing it, but you can fix it by putting a brush right above it with the light block texture.
Looks as if the light is shining up through the floor. What's the pitch on the light_environment?
-340, i used that point tool.
Otherwise known as 20 degrees...which would make the light shining straight up. Put it to a minus number somewhere between -90 and -30 and see if the problem still exists.
yes it fixed it, but now its not dark enough... [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/desert0001.jpg[/URL] I want it so you need your flash light to see.
[QUOTE=GA phoenix;22425729]yes it fixed it, but now its not dark enough... [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/desert0001.jpg[/URL] I want it so you need your flash light to see.[/QUOTE] -snip- read it wrong
Reduce the angle of the light. -90 is the brightest, -35 is a lot darker. Alternatively, place a something to block the light from the outside, like a door.
[QUOTE=GA phoenix;22425729]yes it fixed it, but now its not dark enough... [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/desert0001.jpg[/URL] I want it so you need your flash light to see.[/QUOTE] change the brightness and ambience settings of the light_env, they are in the format of <int> <int> <int> <int> Where all 4 are integers between 0 and 255, the first 3 are the RGB colour values, the 4th is the brightness. I suggest using values fro here if you are using a default valve skybox: [url]http://developer.valvesoftware.com/wiki/Sky_list[/url]
i got a another one for you guys.... [URL="http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert0001-1.jpg"]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert0001-1.jpg[/URL] [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert0002.jpg[/URL] [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert0003.jpg[/URL] [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert0004.jpg[/URL] [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert0005.jpg[/URL] Any idea what this is? they are all the same texture.. but some of them are blends and some are not.
Check your lightmap scale on them.
well i do know that 16 is the default, anyway on the 1st picture they are both 16, but the left side floor is a displacement. now on the 2nd picture its the same, left is a displacement and both 16. 3rd picture the right has 54, and it wont let me change it to 16. the left side has 16. the same thing for the 4th picture also, but the right side will let me change it.
Make sure you have only the top face of your brush a displacement too.
yeah I destroyed the other ones, I guess I selected all the faces then clicked create. I also just use "mat_fullbright 2" and I can see that its a problem. [editline]01:30PM[/editline] I am also getting an error that my rad is running 2 times? "Interlopers log checker" [B]Warning: vrad was included more than once in this compile log. Haha, I know I keep adding to mt post but I found another thing. when I try to run the bsp in Gmod I get errors about HDR, and my blend textures which I made from textures from hl2 and CS:S. Couldn't get HDR 'maps/desert_v1-1/c1436_1162_140.hdr' -- Trying non HDR 'maps/desert_v1-1/c1436_1162_140' Couldn't get HDR 'maps/desert_v1-1/c2304_392_136.hdr' -- Trying non HDR 'maps/desert_v1-1/c2304_392_136' Couldn't get HDR 'maps/desert_v1-1/c1581_268_136.hdr' -- Trying non HDR 'maps/desert_v1-1/c1581_268_136' Couldn't get HDR 'maps/desert_v1-1/c1226_29_2623.hdr' -- Trying non HDR 'maps/desert_v1-1/c1226_29_2623' env_cubemap used on world geometry without rebuilding map. . ignoring: maps/desert_v1-1/concrete/blendconcretegravel001a_wvt_patch env_cubemap used on world geometry without rebuilding map. . ignoring: maps/desert_v1-1/borderworld/blend_mil01_dirt13_wvt_patch env_cubemap used on world geometry without rebuilding map. . ignoring: maps/desert_v1-1/borderworld/blend_dirt13_mil01_wvt_patch [/B]
help?
Post the compile log. And you didn't build your cubemaps.
you mean like type "buildcubemaps" in console, or did you mean in sdk? because am pretty sure I have both unless I did some thing wrong. [php] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\**********\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\**********\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\**********\sourcesdk_content\Desert_v1-2.vmf" Valve Software - vbsp.exe (May 7 2010) 2 threads materialPath: c:\program files (x86)\steam\steamapps\**********\team fortress 2\tf\materials Loading C:\Program Files (x86)\Steam\steamapps\**********\sourcesdk_content\Desert_v1-2.vmf Patching WVT material: maps/desert_v1-2/concrete/blendconcretegravel001a_wvt_patch Patching WVT material: maps/desert_v1-2/borderworld/blend_mil01_dirt13_wvt_patch Patching WVT material: maps/desert_v1-2/borderworld/blend_dirt13_mil01_wvt_patch Patching WVT material: maps/desert_v1-2/borderworld/blend_mil01_gravel002a_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 172 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\**********\sourcesdk_content\Desert_v1-2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08*.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_08*.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) (43791 bytes) Error! To use model "models/weapons/w_mach_m249para.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/weapons/w_mach_m249para.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 270 texinfos to 131 Reduced 84 texdatas to 66 (2746 bytes to 2179) Writing C:\Program Files (x86)\Steam\steamapps\**********\sourcesdk_content\Desert_v1-2.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\**********\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\**********\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\**********\sourcesdk_content\Desert_v1-2" Valve Software - vvis.exe (May 7 2010) 2 threads reading c:\program files (x86)\steam\steamapps\**********\sourcesdk_content\Desert_v1-2.bsp reading c:\program files (x86)\steam\steamapps\**********\sourcesdk_content\Desert_v1-2.prt 517 portalclusters 1360 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 (112) Optimized: 245 visible clusters (0.00%) Total clusters visible: 222430 Average clusters visible: 430 Building PAS... Average clusters audible: 512 visdatasize:70783 compressed from 74448 writing c:\program files (x86)\steam\steamapps\**********\sourcesdk_content\Desert_v1-2.bsp 1 minute, 52 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\**********\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\**********\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\**********\sourcesdk_content\Desert_v1-2" Valve Software - vrad.exe SSE (May 7 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\**********\sourcesdk_content\Desert_v1-2.bsp Setting up ray-trace acceleration structure... Done (0.42 seconds) 1811 faces 1 degenerate faces 3898953 square feet [561449280.00 square inches] 24 Displacements 174189 Square Feet [25083270.00 Square Inches] 1810 patches before subdivision 42078 patches after subdivision sun extent from map=0.000000 5 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6) transfers 2377478, max 762 transfer lists: 18.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(18885, 7864, 3117) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(845, 277, 84) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(54, 13, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0244 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 122/8192 1464/98304 ( 1.5%) brushsides 898/65536 7184/524288 ( 1.4%) planes 1110/65536 22200/1310720 ( 1.7%) vertexes 2633/65536 31596/786432 ( 4.0%) nodes 1216/65536 38912/2097152 ( 1.9%) texinfos 131/12288 9432/884736 ( 1.1%) texdata 66/2048 2112/65536 ( 3.2%) dispinfos 24/0 4224/0 ( 0.0%) disp_verts 1368/0 27360/0 ( 0.0%) disp_tris 2112/0 4224/0 ( 0.0%) disp_lmsamples 68776/0 68776/0 ( 0.0%) faces 1811/65536 101416/3670016 ( 2.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 405/65536 22680/3670016 ( 0.6%) leaves 1222/65536 39104/2097152 ( 1.9%) leaffaces 2021/65536 4042/131072 ( 3.1%) leafbrushes 722/65536 1444/131072 ( 1.1%) areas 2/256 16/2048 ( 0.8%) surfedges 9672/512000 38688/2048000 ( 1.9%) edges 5417/256000 21668/1024000 ( 2.1%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 120/32768 1200/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1707/65536 3414/131072 ( 2.6%) cubemapsamples 7/1024 112/16384 ( 0.7%) overlays 17/512 5984/180224 ( 3.3%) LDR lightdata [variable] 2182496/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 70783/16777216 ( 0.4%) entdata [variable] 30617/393216 ( 7.8%) LDR ambient table 1222/65536 4888/262144 ( 1.9%) HDR ambient table 1222/65536 4888/262144 ( 1.9%) LDR leaf ambient 5205/65536 145740/1835008 ( 7.9%) HDR leaf ambient 1222/65536 34216/1835008 ( 1.9%) 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] 1/372 ( 0.3%) dtl prp lght [variable] 1/14 ( 7.1%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/9498 ( 0.0%) pakfile [variable] 703619/0 ( 0.0%) physics [variable] 43791/4194304 ( 1.0%) physics terrain [variable] 4905/1048576 ( 0.5%) Level flags = 0 Total triangle count: 4434 Writing c:\program files (x86)\steam\steamapps\**********\sourcesdk_content\Desert_v1-2.bsp 21 seconds elapsed Valve Software - vrad.exe SSE (May 7 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\**********\sourcesdk_content\Desert_v1-2.bsp Setting up ray-trace acceleration structure... Done (0.42 seconds) 1811 faces 1 degenerate faces 3898953 square feet [561449280.00 square inches] 24 Displacements 174189 Square Feet [25083270.00 Square Inches] 1810 patches before subdivision 42078 patches after subdivision sun extent from map=0.000000 5 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 2377478, max 762 transfer lists: 18.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(18885, 7864, 3117) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(845, 277, 84) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(54, 13, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0256 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 122/8192 1464/98304 ( 1.5%) brushsides 898/65536 7184/524288 ( 1.4%) planes 1110/65536 22200/1310720 ( 1.7%) vertexes 2633/65536 31596/786432 ( 4.0%) nodes 1216/65536 38912/2097152 ( 1.9%) texinfos 131/12288 9432/884736 ( 1.1%) texdata 66/2048 2112/65536 ( 3.2%) dispinfos 24/0 4224/0 ( 0.0%) disp_verts 1368/0 27360/0 ( 0.0%) disp_tris 2112/0 4224/0 ( 0.0%) disp_lmsamples 68776/0 68776/0 ( 0.0%) faces 1811/65536 101416/3670016 ( 2.8%) hdr faces 1811/65536 101416/3670016 ( 2.8%) origfaces 405/65536 22680/3670016 ( 0.6%) leaves 1222/65536 39104/2097152 ( 1.9%) leaffaces 2021/65536 4042/131072 ( 3.1%) leafbrushes 722/65536 1444/131072 ( 1.1%) areas 2/256 16/2048 ( 0.8%) surfedges 9672/512000 38688/2048000 ( 1.9%) edges 5417/256000 21668/1024000 ( 2.1%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 5/8192 440/720896 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 120/32768 1200/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1707/65536 3414/131072 ( 2.6%) cubemapsamples 7/1024 112/16384 ( 0.7%) overlays 17/512 5984/180224 ( 3.3%) LDR lightdata [variable] 2182496/0 ( 0.0%) HDR lightdata [variable] 2182496/0 ( 0.0%) visdata [variable] 70783/16777216 ( 0.4%) entdata [variable] 30617/393216 ( 7.8%) LDR ambient table 1222/65536 4888/262144 ( 1.9%) HDR ambient table 1222/65536 4888/262144 ( 1.9%) LDR leaf ambient 5205/65536 145740/1835008 ( 7.9%) HDR leaf ambient 5202/65536 145656/1835008 ( 7.9%) 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] 1/372 ( 0.3%) dtl prp lght [variable] 1/14 ( 7.1%) HDR dtl prp lght [variable] 1/14 ( 7.1%) static props [variable] 1/9498 ( 0.0%) pakfile [variable] 703619/0 ( 0.0%) physics [variable] 43791/4194304 ( 1.0%) physics terrain [variable] 4905/1048576 ( 0.5%) Level flags = 0 Total triangle count: 4434 Writing c:\program files (x86)\steam\steamapps\**********\sourcesdk_content\Desert_v1-2.bsp 21 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\**********\sourcesdk_content\Desert_v1-2.bsp" "c:\program files (x86)\steam\steamapps\**********\garrysmod\garrysmod\maps\Desert_v1-2.bsp"[/php]
See anything wrong? I do believe that I build my cue maps right. In this picture I have a cube map 64 units right above it. [URL="http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert0001-1.jpg"]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert0001-1.jpg[/URL]
Well the cubemaps were just for the reflections error. For the lighting issue its probably due to the lightmap scale issue. You could try and edit it in the .vmf in notepad or you could just set all the terrain lightmap scale to something like 64.
why does it lock the light map scale when you use displacements?? So there's no way around it? also at this picture they are both at 16. the ground to the left is a displacement with the same texture and every thing, it just that there's no shadows on the displacement. [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert0001-1.jpg[/URL] How do I fix that since its not light map scale?
I have no clue.
See that's want dont get, is doesn't make sense. There's no reason that it shouldn't be showing up on my displacement. I have it completely aligned and I dont have any elevation on it at all.
This is it even without the displacement. [URL="http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert_v1-30000.jpg"]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert_v1-30000.jpg[/URL] I really need help, I suck at Lighting in hammer. ------edit I got it working but its all 1 face on the ground and its not a displacement. [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert_v1-30001.jpg[/URL] This is it with 2 non-displacements. [URL]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert_v1-30000.jpg[/URL]
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