• Lighting glitches
    13 replies, posted
I have been working on a big open sandbox map and I've recently been getting a lot of lighting/shadow glitches. I've tried different things to try and fix it such as compiling with -final. Its only recently started to happen and the main parts they are happening in are not a new feature to the map and have been working fine. I have been using compile pal to compile the map so its quicker but I doubt that will have an effect on it. I have tried compiling with VVIS and VRAD in normal but it takes me a really long time, I have left it for around 4 hours and hadn't progressed. I have tried to optimise my map the best I know how. Thanks in advance. Here's the glitches: https://imgur.com/a/4pUV7 Compile Log: Starting a 'Fast' compile. Starting compilation of mapcubed26 Valve Software - vbsp.exe (Dec 12 2017) 4 threads materialPath: E:\Steam Games 2\steamapps\common\GarrysMod\garrysmod\materials Loading E:\Steam Games 2\steamapps\common\GarrysMod\garrysmod\maps\graphs\mapcubed26.vmf Could not locate 'GameData' key in e:\steam games 2\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) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 1530 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\Steam Games 2\steamapps\common\GarrysMod\garrysmod\maps\graphs\mapcubed26.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials:    skybox/sky_day02_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_day02_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 (1) (1173367 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 7698 texinfos to 3837 Reduced 70 texdatas to 62 (1814 bytes to 1509) Writing E:\Steam Games 2\steamapps\common\GarrysMod\garrysmod\maps\graphs\mapcubed26.bsp 7 seconds elapsed Valve Software - vvis.exe (Dec 12 2017) fastvis = true nosort = true 4 threads reading e:\steam games 2\steamapps\common\garrysmod\garrysmod\maps\graphs\mapcubed26.bsp reading e:\steam games 2\steamapps\common\garrysmod\garrysmod\maps\graphs\mapcubed26.prt 6323 portalclusters 15710 numportals BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (21) Optimized: 371001 visible clusters (2.56%) Total clusters visible: 14488800 Average clusters visible: 2291 Building PAS... Average clusters audible: 2683 visdatasize:8905872  compressed from 10015632 writing e:\steam games 2\steamapps\common\garrysmod\garrysmod\maps\graphs\mapcubed26.bsp 27 seconds elapsed Valve Software - vrad.exe SSE (Dec 12 2017)       Valve Radiosity Simulator     4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading e:\steam games 2\steamapps\common\garrysmod\garrysmod\maps\graphs\mapcubed26.bsp Setting up ray-trace acceleration structure... Done (2.36 seconds) 26151 faces 14 degenerate faces 58872736 square feet [8477673984.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 26137 patches before subdivision 26137 patches after subdivision sun extent from map=0.000000 207 direct lights BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (69) BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (75) transfers 28123923, max 7395 transfer lists: 214.6 megs GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)  Bounce #1 added RGB(132460, 132074, 105963) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)  Bounce #2 added RGB(29611, 28805, 22301) Build Patch/Sample Hash Table(s).....Done<0.6715 sec> FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (23) 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 (117) Writing leaf ambient...done Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness ------------       ---------------  ---------------  -------- models                 174/1024         8352/49152    (17.0%) brushes               3354/8192        40248/98304    (40.9%) brushsides           22427/65536      179416/524288   (34.2%) planes                8890/65536      177800/1310720  (13.6%) vertexes             40918/65536      491016/786432   (62.4%) nodes                14924/65536      477568/2097152  (22.8%) texinfos              3837/12288      276264/884736   (31.2%) texdata                 62/2048         1984/65536    ( 3.0%) 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                26151/65536     1464456/3670016  (39.9%) hdr faces                0/65536           0/3670016  ( 0.0%) origfaces             8162/65536      457072/3670016  (12.5%) leaves               15099/65536      483168/2097152  (23.0%) leaffaces            32564/65536       65128/131072   (49.7%) leafbrushes          12658/65536       25316/131072   (19.3%) areas                    2/256            16/2048     ( 0.8%) surfedges           151151/512000     604604/2048000  (29.5%) edges                86870/256000     347480/1024000  (33.9%) LDR worldlights        207/8192        18216/720896   ( 2.5%) HDR worldlights          0/8192            0/720896   ( 0.0%) leafwaterdata            1/32768          12/393216   ( 0.0%) waterstrips           1793/32768       17930/327680   ( 5.5%) waterverts               0/65536           0/786432   ( 0.0%) waterindices         28737/65536       57474/131072   (43.8%) cubemapsamples           0/1024            0/16384    ( 0.0%) overlays                 0/512             0/180224   ( 0.0%) LDR lightdata         [variable]    73747120/0        ( 0.0%) HDR lightdata         [variable]           0/0        ( 0.0%) visdata               [variable]     8905872/16777216 (53.1%) entdata               [variable]      225966/393216   (57.5%) LDR ambient table    15099/65536       60396/262144   (23.0%) HDR ambient table    15099/65536       60396/262144   (23.0%) LDR leaf ambient     73975/65536     2071300/1835008  (112.9%) VERY FULL! HDR leaf ambient     15099/65536      422772/1835008  (23.0%) 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]           1/20690    ( 0.0%) pakfile               [variable]      212867/0        ( 0.0%) physics               [variable]     1173367/4194304  (28.0%) physics terrain       [variable]           2/1048576  ( 0.0%) Level flags = 0 Total triangle count: 66549 Writing e:\steam games 2\steamapps\common\garrysmod\garrysmod\maps\graphs\mapcubed26.bsp 4 minutes, 48 seconds elapsed E:\Steam Games 2\steamapps\common\GarrysMod\garrysmod\maps\graphs\mapcubed26.bsp -> E:\Steam Games 2\steamapps\common\GarrysMod\garrysmod\maps\mapcubed26.bsp 1 File(s) copied 'Fast' compile finished in 00:05:26 1 errors/warnings logged:   1 errors/warnings logged for mapcubed26:     ● 1x: Info: fastvis = true
You shouldn't be doing a fast compile, if its taking really long then the map is unoptimised or your PC is not strong enough to compile in an acceptable time
The issues are that there is light somehow getting into rooms where it shouldn't be able to, the building goes completely black when I get too far and some weird looking patches of dark in the large open room (top left)
I'm 90% sure thats because of a fast compile. You need to test a normal compile and see the results
And now you will hear "normal compile takes too long". How many threads are you going to post with the same problem before actually listening to advices?
I have left normal on for 4 hours and nothing, I have been listening to the advice and that's what has helped me solve the other glitches, I have made another thread because it has other glitches that are happening and also because most of the other ones have been fixed
Wow, no, fast compile wont screw everything up, itll be almost like normal, but with less optimisation, Things to check for - lightmap, is it too big? are the walls displacements? are the walls brushes that are teleported? i have no idea then, if its not anything from the listed above.
Fast compile skips some important calculations for lightings, which ia certainly one of the issues
Fast lighting wont mess stuff up, but fas vis will. Lighting greatly depends on visual optimisation to do its job properly.
I have made lots of maps, with different lighting conditions, and compiled them with fast and normal. The visual difference is minimal.
How can I fix/reduce that?
Its not about making maps and speaking from experience, its just the way the compile process works. Just because you never noticed a difference doesn't mean there isn't any. Basically: OP, either learn how to optimise your map and compile it with normal vis (which you should do anyway if you plan to release it) or any further attempt to help you is meaningless
The point of my choice of structure and certain words for my statement was not to show experience or similar. I said that I actually tested alot of maps specially for this occasion, with a lot of different lighting settings and possible problem brushes and scenarios, yet i found nothing. I also had real maps before and look properly in fast compile. Maybe I should have written it in a different way to be more clear. About the map: Some final suggestions: Ordered from more likely to help, to less likely, from up to down: Try to keep the visleafs low and not too complicated as this can cause problems. For this make complex brushwork into func_detail or simplify world brushes. You said your map is huge. You must not have anything that is nearer than 512 units along the edges of the map. Otherwise the map bugs. Sometimes hammer will corrupt maps. Try making your whole map into a prefab, making a new map and loading the prefab. This has fixed issues to me, but it depends on what is corrupted. Verify the integrity of your game files, your tools (VVIS, VRAD etc) might be bugged and doing this can fix them. Spaces in any of the directories hammer uses can rarely, but possibly, cause errors with the tools it uses to compile the map. Oddly, this problem didnt persist, but caused problems at the moment. About the LDR leaf ambient, i did more research and it turned out to be a recommendation from how much is the standard percent of this value for every HL2 map. Not a limit. So you can ignore this. Question: Do you have console errors? I forgot about those. They are very often very useful. If nothing works and/or if you wish to, you can lend me the .VMF and I could try to figure out whats wrong. I will not claim it as my own, do not worry. Plus, you will have this whole thread post as a evidence.
Could I send you the file, I haven't tried some of the things listed but I have tried to reduce as many portals as I can think off. I also haven't had the time to try running in normal compile as it takes me over 4 hours. If you have discord add me (Sloth#8249) and ill send the vmf via dropbox. Also a lot of the map will be quite bad by the way its built mainly because when I started the map I was very new to hammer and sort of learned as I progressed the map but I have tried to fix/rebuild a lot of stuff I did wrong. Thanks if u can
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