• Placing a Light_env overly brightens my map
    11 replies, posted
I've been having an issue and I can't find a work around. I'm sure i'm making an incredibly simple mistake. I've been working on this star wars port/remake for a while now, and I've got the thing pretty much fully textured, I'd like to tweak the lighting a bit because without any lighting entities it's a little off. but every time I've placed a light_environment - regardless of the settings applied within (and trust me i've tried about every recommended preset there is + my own) my map just gets really super bright. here is some shots of the map before light_env is placed [img_thumb]http://i.imgur.com/bvyRBJx.jpg[/img_thumb] [img_thumb]http://i.imgur.com/SB40SSB.jpg[/img_thumb] and here is after : [img_thumb]http://i.imgur.com/o8sjt7e.jpg[/img_thumb] this seems to happen whether running in default or full HDR. Compiler log: [QUOTE=COMPILER] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "c:\users\daniel\desktop\garrysmodding\holy" Valve Software - vbsp.exe (Dec 9 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading c:\users\daniel\desktop\garrysmodding\holy.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\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) **** leaked **** Entity light_environment (800.33 -2607.73 -264.92) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1220.1 635.1 52.5) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1146.8 808.3 51.3) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1146.8 718.9 51.3) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1135.7 763.6 52.5) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1135.7 227.0 52.5) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1135.7 -130.7 52.5) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1135.7 -445.8 52.5) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-5120.0 -2674.4 -2030.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_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_day02_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) (664734 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 202 texinfos to 185 Reduced 50 texdatas to 48 (805 bytes to 784) Writing c:\users\daniel\desktop\garrysmodding\holy.bsp 3 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "c:\users\daniel\desktop\garrysmodding\holy" Valve Software - vvis.exe (Dec 9 2014) 4 threads reading c:\users\daniel\desktop\garrysmodding\holy.bsp reading c:\users\daniel\desktop\garrysmodding\holy.prt LoadPortals: couldn't read c:\users\daniel\desktop\garrysmodding\holy.prt ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "c:\users\daniel\desktop\garrysmodding\holy" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\daniel\desktop\garrysmodding\holy.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.73 seconds) 20429 faces 10642641 square feet [1532540288.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] sun extent from map=0.034899 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (37) Build Patch/Sample Hash Table(s).....Done<0.2131 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7) 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 (36) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 1698/8192 20376/98304 (20.7%) brushsides 13422/65536 107376/524288 (20.5%) planes 7648/65536 152960/1310720 (11.7%) vertexes 27845/65536 334140/786432 (42.5%) nodes 11399/65536 364768/2097152 (17.4%) texinfos 185/12288 13320/884736 ( 1.5%) texdata 48/2048 1536/65536 ( 2.3%) 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 20429/65536 1144024/3670016 (31.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6097/65536 341432/3670016 ( 9.3%) leaves 11407/65536 365024/2097152 (17.4%) leaffaces 22943/65536 45886/131072 (35.0%) leafbrushes 6313/65536 12626/131072 ( 9.6%) areas 2/256 16/2048 ( 0.8%) surfedges 119371/512000 477484/2048000 (23.3%) edges 63955/256000 255820/1024000 (25.0%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 1562/32768 15620/327680 ( 4.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 23181/65536 46362/131072 (35.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 16221652/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 3972/393216 ( 1.0%) LDR ambient table 11407/65536 45628/262144 (17.4%) HDR ambient table 11407/65536 45628/262144 (17.4%) LDR leaf ambient 40404/65536 1131312/1835008 (61.7%) HDR leaf ambient 11407/65536 319396/1835008 (17.4%) 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] 86726/0 ( 0.0%) physics [variable] 664734/4194304 (15.8%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 53672 Writing c:\users\daniel\desktop\garrysmodding\holy.bsp 1 minute, 20 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\users\daniel\desktop\garrysmodding\holy.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\holy.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe" ** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" +map "holy" [/QUOTE]
Fix this [code]**** leaked **** Entity light_environment (800.33 -2607.73 -264.92) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1220.1 635.1 52.5) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1146.8 808.3 51.3) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1146.8 718.9 51.3) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1135.7 763.6 52.5) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1135.7 227.0 52.5) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1135.7 -130.7 52.5) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1135.7 -445.8 52.5) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 40594: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-5120.0 -2674.4 -2030.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: [/code] [editline]Learn to read you half baked retard. If you actually learned some shit, you might be useful for something[/editline] Next time review your compile log, and analyze it for any errors that you may see. What if I cant? [url=http://www.interlopers.net/errors/]We have tools like this that will do it for you[/url]
wow I noticed all the portal errors but totally missed the light_env leak, I even specifically looked for that. I'm an idiot lol. how would I go about identifying the cause of the leak? is it as simple as getting the arrows up to direct me like in the leaks that prevent a compile? or is this a bit more complex?
Pretty much what you said there. Just use the point file and you're in like flinn
Thanks dude, turned out I had a couple of leaks, some of the skyboxes were just not touching by the smallest degrees, I'm going to abuse the pointfile until they're all gone and update you if this fixes it (I presume it should) Cheers again :)
so it turned out it was a texture problem - I changed all my textures from lightmappedgeneric to vertexlitgeneric and this made the map responsive to light. except now I have a problem in which when I walk into certain areas of my map, the entire map flickers yellow. [img_thumb]http://i.imgur.com/a77OAEa.jpg[/img_thumb] [img_thumb]http://i.imgur.com/5rvbp75.jpg[/img_thumb]
Are those brushes or models? brushes use lightmappedgeneric. Also light variables use NEGATIVE pitch. So for light environment, set pitch to a negative number. 0 is horizontal and -90 is straight down.
[QUOTE=Stiffy360;48931076]Are those brushes or models? brushes use lightmappedgeneric. Also light variables use NEGATIVE pitch. So for light environment, set pitch to a negative number. 0 is horizontal and -90 is straight down.[/QUOTE] Lightmappedgeneric wasn't responding to any form of light_environment configuration, so changing to vertexlitgeneric was my only option to get the brushes responsive all that happens when I load with a light_env whilst using light mapped generic is the map is overly bright (pictured in the initial post) The issue wasn't being caused by a leak, I fixed all of those. Is there any other shaders I can use on these textures?
[QUOTE=Butthurter;48935519]the hell kind of parameters were you stuffing into your lightmappedgenerics to begin with if you really didnt knew what you were doing, couldnt you have just copied some really basic lightmappedgeneric vmt from valves stuff instead?[/QUOTE] [quote=parameters] "LightMappedGeneric" { "$basetexture" "building_ext4" } [/quote] that was literally them
Update: good friend of mine Sphire had a look at the vmf file and fixed it, the issue was in the Map Properties. something something misplaced spawn entity something thanks for your help anyway guys that bug finding tool helped me fix some other issues I was having :)
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