Black Map

Uhm… the whole map turned black O.o
It’s like midnight… I can see a bit but not much

Video:

Post compile log.

Also, next time post in the stick for small questions like these. :smithicide:

** Executing…
** Command: “c:\program files\steam\steamapps\3007marius\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2” “C:\Users\Knut Ivar Jansson\Documents\gm_highrise.vmf”

Valve Software - vbsp.exe (Jun 8 2010)
2 threads
materialPath: c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2\materials
Loading C:\Users\Knut Ivar Jansson\Documents\gm_highrise.vmf
Could not locate ‘GameData’ key in c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2\gameinfo.txt
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)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\Knut Ivar Jansson\Documents\gm_highrise.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) (26181 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 52 texinfos to 40
Reduced 14 texdatas to 14 (425 bytes to 425)
Writing C:\Users\Knut Ivar Jansson\Documents\gm_highrise.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\3007marius\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2” “C:\Users\Knut Ivar Jansson\Documents\gm_highrise”

Valve Software - vvis.exe (Jun 8 2010)
2 threads
reading c:\users\knut ivar jansson\documents\gm_highrise.bsp
reading c:\users\knut ivar jansson\documents\gm_highrise.prt
170 portalclusters
505 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 (6)
Optimized: 39 visible clusters (0.00%)
Total clusters visible: 18225
Average clusters visible: 107
Building PAS…
Average clusters audible: 163
visdatasize:8890 compressed from 8160
writing c:\users\knut ivar jansson\documents\gm_highrise.bsp
6 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\3007marius\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2” “C:\Users\Knut Ivar Jansson\Documents\gm_highrise”

Valve Software - vrad.exe SSE (Jun 8 2010)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\users\knut ivar jansson\documents\gm_highrise.bsp
Setting up ray-trace acceleration structure… Done (0.04 seconds)
868 faces
891324 square feet [128350776.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
868 patches before subdivision
51922 patches after subdivision
112 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (2)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (3)
transfers 3102364, max 413
transfer lists: 23.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(8667, 8555, 5819)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(4264, 4128, 2574)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(2179, 2081, 1196)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(1109, 1041, 551)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(571, 528, 258)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(293, 267, 120)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(151, 135, 56)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #8 added RGB(78, 69, 26)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(40, 35, 12)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(21, 18, 6)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(11, 9, 3)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #12 added RGB(5, 5, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #13 added RGB(3, 2, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #14 added RGB(1, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #15 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s)…Done<0.0435 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (2)
FinalLightFace Done
112 of 112 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (4)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 74/8192 888/98304 ( 0.9%)
brushsides 446/65536 3568/524288 ( 0.7%)
planes 212/65536 4240/1310720 ( 0.3%)
vertexes 1179/65536 14148/786432 ( 1.8%)
nodes 346/65536 11072/2097152 ( 0.5%)
texinfos 40/12288 2880/884736 ( 0.3%)
texdata 14/2048 448/65536 ( 0.7%)
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 868/65536 48608/3670016 ( 1.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 233/65536 13048/3670016 ( 0.4%)
leaves 348/65536 11136/2097152 ( 0.5%)
leaffaces 953/65536 1906/131072 ( 1.5%)
leafbrushes 176/65536 352/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4887/512000 19548/2048000 ( 1.0%)
edges 2675/256000 10700/1024000 ( 1.0%)
LDR worldlights 112/8192 9856/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 47/32768 470/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 660/65536 1320/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1707656/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8890/16777216 ( 0.1%)
entdata [variable] 331/393216 ( 0.1%)
LDR ambient table 348/65536 1392/262144 ( 0.5%)
HDR ambient table 348/65536 1392/262144 ( 0.5%)
LDR leaf ambient 429/65536 12012/1835008 ( 0.7%)
HDR leaf ambient 348/65536 9744/1835008 ( 0.5%)
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] 105675/0 ( 0.0%)
physics [variable] 26181/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2219
Writing c:\users\knut ivar jansson\documents\gm_highrise.bsp
14 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Knut Ivar Jansson\Documents\gm_highrise.bsp” “c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2\maps\gm_highrise.bsp”

** Executing…
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game “c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2” +map “gm_highrise”


C:\Users\Knut Ivar Jansson is not my name, after it was repaired it got my dad’s name -.-

Do you have an light_environment or and other light source?

Are you compiling with hdr on?

~ZOMG: NO
IronPhoenix: NO

xmariusx: CAPS

You should get a light_environment into the map. And also place down lights.

If there are no lights in the map, it should be fullbright.

Are you sure there are no lights in the map?

Yes i’m sure…
added the video

It realy looks like I have added lights, but I dont have!!

:lol: Hes using a texture light just as I though. Place down a light_environment and adjust the settings.

So the texture is a light itself?

http://www.facepunch.com/showthread.php?t=961576

Pretty much.

Just place a light_environment down and you should be good.

It worked, thx! :slight_smile:
Could you help me with another problem too? xD
ladders wont work -.- I have done everything right, I followed your tutorial

Generally, if something doesn’t work, then it’s something you have done wrong.