Black Ceilings?

Each time I compile my map my ceilings continuously to be pitch black while the rest of the map is lit fine. This happens on every face that is facing downwards in my map.

http://img4.imageshack.us/img4/5204/csofficehavokextended00.jpg

http://img4.imageshack.us/img4/1201/csofficehavokextended00d.jpg

http://img178.imageshack.us/img178/5204/csofficehavokextended00.jpg

http://img186.imageshack.us/img186/5204/csofficehavokextended00.jpg

Post the compile log.

Some times the lights can’t reach that area, that’s what happens on mine at least, if you are just using a light_spot it can glitch it by not projecting any light on the ceiling, try putting a light entity at same spot as your light_spot




** Executing...
** Command: "c:\program files (x86)\steam\steamapps\deelekgolo\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\deelekgolo\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\deelekgolo\sourcesdk_content\cstrike\mapsrc\cs_office_havok_extended"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\deelekgolo\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\deelekgolo\sourcesdk_content\cstrike\mapsrc\cs_office_havok_extended.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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 (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 176 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing C:\Program Files (x86)\Steam\steamapps\deelekgolo\sourcesdk_content\cstrike\mapsrc\cs_office_havok_extended.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (1125339 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3471 texinfos to 2362
Reduced 305 texdatas to 271 (15676 bytes to 14677)
Writing C:\Program Files (x86)\Steam\steamapps\deelekgolo\sourcesdk_content\cstrike\mapsrc\cs_office_havok_extended.bsp
9 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\deelekgolo\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\deelekgolo\counter-strike source\cstrike" -noextra "C:\Program Files (x86)\Steam\steamapps\deelekgolo\sourcesdk_content\cstrike\mapsrc\cs_office_havok_extended"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\deelekgolo\sourcesdk_content\cstrike\mapsrc\cs_office_havok_extended.bsp
No vis information, direct lighting only.
7877 faces
396034 square feet [57028984.00 square inches]
7 displacements
4976 square feet [716671.31 square inches]
140 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (28)
Build Patch/Sample Hash Table(s).....Done<0.0226 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  22/1024         1056/49152    ( 2.1%) 
brushes               3128/8192        37536/98304    (38.2%) 
brushsides           20876/65536      167008/524288   (31.9%) 
planes                5828/65536      116560/1310720  ( 8.9%) 
vertexes             21702/65536      260424/786432   (33.1%) 
nodes                 6791/65536      217312/2097152  (10.4%) 
texinfos              2362/12288      170064/884736   (19.2%) 
texdata                271/2048         8672/65536    (13.2%) 
dispinfos                7/0            1232/0        ( 0.0%) 
disp_verts             343/0            6860/0        ( 0.0%) 
disp_tris              512/0            1024/0        ( 0.0%) 
disp_lmsamples       11528/0           11528/0        ( 0.0%) 
faces                 7877/65536      441112/3670016  (12.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5190/65536      290640/3670016  ( 7.9%) 
leaves                6814/65536      218048/2097152  (10.4%) 
leaffaces             8983/65536       17966/131072   (13.7%) 
leafbrushes           5763/65536       11526/131072   ( 8.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            58576/512000     234304/2048000  (11.4%) 
edges                36091/256000     144364/1024000  (14.1%) 
LDR worldlights        140/8192        12320/720896   ( 1.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips           1144/32768       11440/327680   ( 3.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         20214/65536       40428/131072   (30.8%) 
cubemapsamples          34/1024          544/16384    ( 3.3%) 
overlays                 2/512           704/180224   ( 0.4%) 
LDR lightdata         [variable]     2443000/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      132424/393216   (33.7%) 
LDR leaf ambient      6814/65536      163536/1572864  (10.4%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/16294    ( 0.0%) 
pakfile               [variable]     3121970/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     1125339/4194304  (26.8%) 
==== Total Win32 BSP file data space used: 9408959 bytes ====

Total triangle count: 22097
Writing c:\program files (x86)\steam\steamapps\deelekgolo\sourcesdk_content\cstrike\mapsrc\cs_office_havok_extended.bsp
33 seconds elapsed
Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\deelekgolo\sourcesdk_content\cstrike\mapsrc\cs_office_havok_extended.bsp
No vis information, direct lighting only.
7877 faces
396034 square feet [57028984.00 square inches]
7 displacements
4976 square feet [716671.31 square inches]
140 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (27)
Build Patch/Sample Hash Table(s).....Done<0.0227 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  22/1024         1056/49152    ( 2.1%) 
brushes               3128/8192        37536/98304    (38.2%) 
brushsides           20876/65536      167008/524288   (31.9%) 
planes                5828/65536      116560/1310720  ( 8.9%) 
vertexes             21702/65536      260424/786432   (33.1%) 
nodes                 6791/65536      217312/2097152  (10.4%) 
texinfos              2362/12288      170064/884736   (19.2%) 
texdata                271/2048         8672/65536    (13.2%) 
dispinfos                7/0            1232/0        ( 0.0%) 
disp_verts             343/0            6860/0        ( 0.0%) 
disp_tris              512/0            1024/0        ( 0.0%) 
disp_lmsamples       11528/0           11528/0        ( 0.0%) 
faces                 7877/65536      441112/3670016  (12.0%) 
hdr faces             7877/65536      441112/3670016  (12.0%) 
origfaces             5190/65536      290640/3670016  ( 7.9%) 
leaves                6814/65536      218048/2097152  (10.4%) 
leaffaces             8983/65536       17966/131072   (13.7%) 
leafbrushes           5763/65536       11526/131072   ( 8.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            58576/512000     234304/2048000  (11.4%) 
edges                36091/256000     144364/1024000  (14.1%) 
LDR worldlights        140/8192        12320/720896   ( 1.7%) 
HDR worldlights        140/8192        12320/720896   ( 1.7%) 
waterstrips           1144/32768       11440/327680   ( 3.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         20214/65536       40428/131072   (30.8%) 
cubemapsamples          34/1024          544/16384    ( 3.3%) 
overlays                 2/512           704/180224   ( 0.4%) 
LDR lightdata         [variable]     2443000/0        ( 0.0%) 
HDR lightdata         [variable]     2443000/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      132424/393216   (33.7%) 
LDR leaf ambient      6814/65536      163536/1572864  (10.4%) 
HDR leaf ambient      6814/65536      163536/1572864  (10.4%) 
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]           1/16294    ( 0.0%) 
pakfile               [variable]     3121970/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     1125339/4194304  (26.8%) 
==== Total Win32 BSP file data space used: 12468927 bytes ====

Total triangle count: 22097
Writing c:\program files (x86)\steam\steamapps\deelekgolo\sourcesdk_content\cstrike\mapsrc\cs_office_havok_extended.bsp
32 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\deelekgolo\sourcesdk_content\cstrike\mapsrc\cs_office_havok_extended.bsp" "c:\program files (x86)\steam\steamapps\deelekgolo\garrysmod\garrysmod\maps\cs_office_havok_extended.bsp"




No vis information, direct lighting only.
No wonder.

you arn’t running VVIS, set VIS to normal on the F9 menu before compiling.

If it takes too long, refer to this guide

[editline]2:12 AM[/editline]

WAIT A MINUTE! Is that a decompiled map?

probably is, looks alot like cs_office(referring to the 2 last pics)

as well as the filename being cs_office_<something goes here>

that too :buddy:

-_- stealing my avatar! :smiley: