• LDR Leaf Ambient (What, Why & How)
    3 replies, posted
Hello! This is my 2nd post in the mapping section, I really appreciate all the help I've gotten in the past! What exactly is LDR Leaf Ambient? I know it has something to do with non HDR ambient lighting, aside from that I don't know what makes the Fullness % go up, I don't know why the Fullness % is so high in my map compared to the other %'s and I don't know how to lower it or place my brushes in such a way that it minimizes the impact to the Fullness % Here is my compile log [code] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Users\Kyle\SkyDrive\Documents\Hammer Maps\bw_cityscape_\bw_cityscape2.vmf" Valve Software - vbsp.exe (Aug 30 2013) 8 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Kyle\SkyDrive\Documents\Hammer Maps\bw_cityscape_\bw_cityscape2.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\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 (0) Chop Details...done (0) Find Visible Detail Sides... Merged 8 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Kyle\SkyDrive\Documents\Hammer Maps\bw_cityscape_\bw_cityscape2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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_01*.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) (60029 bytes) 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 171 texinfos to 110 Reduced 13 texdatas to 10 (386 bytes to 231) Writing C:\Users\Kyle\SkyDrive\Documents\Hammer Maps\bw_cityscape_\bw_cityscape2.bsp 2 seconds 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\Counter-Strike Source\cstrike" -fast "C:\Users\Kyle\SkyDrive\Documents\Hammer Maps\bw_cityscape_\bw_cityscape2" Valve Software - vvis.exe (Aug 27 2013) fastvis = true 8 threads reading c:\users\kyle\skydrive\documents\hammer maps\bw_cityscape_\bw_cityscape2.bsp reading c:\users\kyle\skydrive\documents\hammer maps\bw_cityscape_\bw_cityscape2.prt 1843 portalclusters 4155 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 53895 visible clusters (1.64%) Total clusters visible: 3291722 Average clusters visible: 1786 Building PAS... Average clusters audible: 1841 visdatasize:865838 compressed from 855152 writing c:\users\kyle\skydrive\documents\hammer maps\bw_cityscape_\bw_cityscape2.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" -noextra "C:\Users\Kyle\SkyDrive\Documents\Hammer Maps\bw_cityscape_\bw_cityscape2" Valve Software - vrad.exe SSE (Sep 16 2013) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\kyle\skydrive\documents\hammer maps\bw_cityscape_\bw_cityscape2.bsp Setting up ray-trace acceleration structure... Done (0.14 seconds) 4733 faces 28295366 square feet [4074532608.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 4733 patches before subdivision 139561 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (29) transfers 12679284, max 2639 transfer lists: 96.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(116825, 31940, 8420) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(289127, 68190, 13084) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(6319, 805, 96) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(9055, 1087, 106) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(291, 18, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(287, 18, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(12, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(9, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1881 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5) 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 (13) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 160/8192 1920/98304 ( 2.0%) brushsides 1296/65536 10368/524288 ( 2.0%) planes 992/65536 19840/1310720 ( 1.5%) vertexes 4677/65536 56124/786432 ( 7.1%) nodes 4926/65536 157632/2097152 ( 7.5%) texinfos 110/12288 7920/884736 ( 0.9%) texdata 10/2048 320/65536 ( 0.5%) 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 4733/65536 265048/3670016 ( 7.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 361/65536 20216/3670016 ( 0.6%) leaves 4928/65536 157696/2097152 ( 7.5%) leaffaces 5024/65536 10048/131072 ( 7.7%) leafbrushes 4830/65536 9660/131072 ( 7.4%) areas 3/256 24/2048 ( 1.2%) surfedges 20887/512000 83548/2048000 ( 4.1%) edges 10844/256000 43376/1024000 ( 4.2%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 46/32768 460/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 624/65536 1248/131072 ( 1.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2009732/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 865838/16777216 ( 5.2%) entdata [variable] 1336/393216 ( 0.3%) LDR ambient table 4928/65536 19712/262144 ( 7.5%) HDR ambient table 4928/65536 19712/262144 ( 7.5%) LDR leaf ambient 27595/65536 772660/1835008 (42.1%) HDR leaf ambient 4928/65536 137984/1835008 ( 7.5%) 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] 212271/0 ( 0.0%) physics [variable] 60029/4194304 ( 1.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 9918 Writing c:\users\kyle\skydrive\documents\hammer maps\bw_cityscape_\bw_cityscape2.bsp 51 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Kyle\SkyDrive\Documents\Hammer Maps\bw_cityscape_\bw_cityscape2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\bw_cityscape2.bsp" [/code] I've been making maps for years, not that that means much here specifically, but the map is just a large flat plain with a few roads and a small bit of water. Thank you all for your time!
This might depend on the height of your skybox. If you don't intend to expand your map's total area overtime then you probably shouldn't worry about this value.
I just want to make sure that if I ignore this value, and for whatever reason it gets pumped up to 300+% it will not have any negative effects on performance in-game? The height of my 3d skybox room is correct to 1/16th scale of my map, and the only thing inside it I have are all the faces textured as 3d skybox, env_sun, light_environment, and the sky_camera. The length and width of my actual map is 1024 units less than the maximum size source engine supports (512 units away from the edge of where the grid runs out) and the height is 10240 units.
Recent builds of Source Engine no longer use leaf ambient information, and instead calculate ambient lighting using built-in radiosity (in the engine itself, at runtime). You can compile map without ambient lighting data and it still works perfectly fine (tested in Garry's Mod - I made VRAD write completely random values or avoid writing ambient lighting data at all). There is a certain bug in Source Engine radiosity which I tried to fix in VRAD first - they seem to have copied the code from VRAD... 'Leaf ambient' is data VRAD calculates and later uses when rendering models in-game - it saves ambient lighting for 1 to 20 (or so) points in each leaf (actually about 100 points which are later reduced in count). Each point is a set of 6 values (six faces of a cube). It seems this data is no longer used, instead this data is calculated at runtime. So you can safely ignore it.
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