Brightness too high on the props after compile

Hello, I have a small problem when I compile in Full HDR, my props becomes too bright. How could I settle that?
http://img11.hostingpics.net/thumbs/mini_722740201701121616441.jpg

http://img11.hostingpics.net/thumbs/mini_161201201701121616131.jpg

http://img11.hostingpics.net/thumbs/mini_890091201701121616261.jpg

http://img11.hostingpics.net/thumbs/mini_786041201701121616301.jpg
Thanks! :wink:

Did you build the cubemaps?

hum, somewone but not for all! :slight_smile:

Are those custom models? If so do standard models have the same issue ? Are they fullbright bright ?

No, those are custom. :slight_smile:

Do you have all content at the same game install from where you using hammer from ?
And post your compile !

Yes I’ve all content at the same game install. I use some buildings of Rockord.
Here is my compile, sorry i’ve closed the window compile’s! x)



** Executing... 
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" 
** Parameters: -allowdynamicpropsasstatic -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2" 

Valve Software - vbsp.exe (Apr 29 2016) 
allowdynamicpropsasstatic = true 
notjunc = true 
4 threads 
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials 
Loading c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2.vmf 
[ERREUR #1] Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
Cette erreur devrait ĂȘtre corrigĂ©e mĂȘme si elle n'entrainera probablement aucun problĂšme en dehors de l'objet concernĂ©.
Vous avez utilisĂ© une texture 'X' avec une $surfaceprop 'Y' invalide dĂ©finie dans le .VMT. C'est soit parce que vous avez fait une texture personnelle et que vous vous ĂȘtes trompĂ©s dans l'Ă©criture de la surfaceprop, ou parce que vous tentez d'utiliser une texture de model sur un bloc normal (ce que vous ne devriez jamais faire). La solution consiste Ă  vous rendre dans le fichier .VMT de la texture indiquĂ©e dans l'erreur et de changer la ligne "$surfaceprop" "XXXXX" par un autre type de surface contenu dans cette liste.
[ERREUR #2]Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default 
[ERREUR #3]Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default 
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 (0) 
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 106 detail faces...done (0) 
Merging details...done (0) 
FixTjuncs... 
PruneNodes... 
WriteBSP... 
done (0) 
writing c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2.prt...Building visibility clusters... 
done (0) 
material "skybox/militia_hdrbkrt" not found. 
Can't load skybox file skybox/militia_hdrbk to build the default cubemap! 
Can't load skybox file skybox/militia_hdrbk to build the default cubemap! 
Finding displacement neighbors... 
Finding lightmap sample positions... 
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 
Building Physics collision data... 
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. 
done (1) (449256 bytes) 
[ERREUR #4] Static prop models/props/de_prodigy/lighthanging.mdl outside the map (-1357.00, -5374.00, -3489.89)
Cette erreur est critique et doit absolument ĂȘtre corrigĂ©e pour compiler votre map.
Vous avez un prop_static hors de votre map ou alors vous avez vraiment un trÚs gros leak. Trouvez le prop_static en utilisant les coordonnées et supprimez-le ou ramenez-le à l'intérieur de la map.. (et bien sûr corrigez le leak, si leak il y a) Pour vous rendre aux coordonnées indiquées allez dans le menu View > Go to coordinates et entrez les 3 coordonnées séparées par des espaces. En rÚgle générale, le problÚme se situe dans la zone proche de ces coordonnées.
[ERREUR #5]Static prop models/props/de_prodigy/lighthanging.mdl outside the map (-1101.00, -5374.00, -3489.89) 
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 
[ERREUR #6] Water found with no water_lod_control entity, creating a default one.
Cette erreur peut gĂ©nĂ©ralement ĂȘtre ignorĂ©e (ou alors ce n'est pas vraiment une erreur).
Vous avez utilisé de l'eau sur votre map et vous n'avez pas créé d'entité water_lod_control.. cette entité est normalement obligatoire dÚs que vous mettez de l'eau sur votre map. Voyez cette page pour plus d'informations : http://hl.logout.fr/?p=optimisation#II_4_I
Compacting texture/material tables... 
Reduced 1802 texinfos to 947 
Reduced 222 texdatas to 184 (13081 bytes to 11287) 
Writing c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2.bsp 
1 second 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\admin\documents\hammer map\rp_actu-gamework_pre_1-2" 

Valve Software - vvis.exe (Dec 9 2014) 
4 threads 
reading c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2.bsp 
reading c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2.prt 
1636 portalclusters 
4838 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 (29016) 
Optimized: 10886 visible clusters (1.19%) 
Total clusters visible: 918078 
Average clusters visible: 561 
Building PAS... 
Average clusters audible: 1396 
visdatasize:558984 compressed from 680576 
writing c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2.bsp 
8 hours, 3 minutes, 36 seconds elapsed 

** Executing... 
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe" 
** Parameters: -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2" 

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\admin\documents\hammer map\rp_actu-gamework_pre_1-2.bsp 
Error! Invalid model version "models/props_foliage/urban_streettree01.mdl" 
Error! Invalid model version "models/props_foliage/mall_pot_large01.mdl" 
Error! Invalid model version "models/props_foliage/mall_small_palm01.mdl" 
Error! Invalid model version "models/props_foliage/mall_big_plant01.mdl" 
Error! Invalid model version "models/props_foliage/mall_bigleaves_plant03.mdl" 
Error! Invalid model version "models/props_foliage/mall_pot_squarexl01.mdl" 
Error! Invalid model version "models/props_foliage/mall_bush02.mdl" 
Error! Invalid model version "models/props_foliage/maple_001_l.mdl" 
Error! Invalid model version "models/props_rooftop/chimneypipe_cluster02a.mdl" 
Setting up ray-trace acceleration structure... Done (0.81 seconds) 
4735 faces 
6894241 square feet [992770752.00 square inches] 
8 Displacements 
177404 Square Feet [25546312.00 Square Inches] 
4735 patches before subdivision 
64109 patches after subdivision 
sun extent from map=0.000000 
171 direct lights 
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (104) 
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11) 
transfers 8851431, max 1077 
transfer lists: 67.5 megs 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #1 added RGB(451450, 400977, 271833) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #2 added RGB(119003, 101401, 68532) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #3 added RGB(33471, 26767, 16904) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #4 added RGB(11561, 8795, 5282) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #5 added RGB(3913, 2798, 1542) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #6 added RGB(1460, 993, 510) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #7 added RGB(539, 346, 162) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #8 added RGB(210, 128, 55) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #9 added RGB(82, 47, 18) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #10 added RGB(33, 18, 6) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #11 added RGB(13, 7, 2) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #12 added RGB(5, 3, 1) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #13 added RGB(2, 1, 0) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) 
Bounce #14 added RGB(1, 0, 0) 
Build Patch/Sample Hash Table(s).....Done<0.0198 sec> 
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 
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 (8) 
Writing leaf ambient...done 
Ready to Finish 

Object names Objects/Maxobjs Memory / Maxmem Fullness 
------------ --------------- --------------- -------- 
models 9/1024 432/49152 ( 0.9%) 
brushes 655/8192 7860/98304 ( 8.0%) 
brushsides 4674/65536 37392/524288 ( 7.1%) 
planes 3018/65536 60360/1310720 ( 4.6%) 
vertexes 7346/65536 88152/786432 (11.2%) 
nodes 3783/65536 121056/2097152 ( 5.8%) 
texinfos 947/12288 68184/884736 ( 7.7%) 
texdata 184/2048 5888/65536 ( 9.0%) 
dispinfos 8/0 1408/0 ( 0.0%) 
disp_verts 1064/0 21280/0 ( 0.0%) 
disp_tris 1792/0 3584/0 ( 0.0%) 
disp_lmsamples 176592/0 176592/0 ( 0.0%) 
faces 4735/65536 265160/3670016 ( 7.2%) 
hdr faces 0/65536 0/3670016 ( 0.0%) 
origfaces 2221/65536 124376/3670016 ( 3.4%) 
leaves 3793/65536 121376/2097152 ( 5.8%) 
leaffaces 5593/65536 11186/131072 ( 8.5%) 
leafbrushes 2609/65536 5218/131072 ( 4.0%) 
areas 3/256 24/2048 ( 1.2%) 
surfedges 27668/512000 110672/2048000 ( 5.4%) 
edges 19713/256000 78852/1024000 ( 7.7%) 
LDR worldlights 171/8192 15048/720896 ( 2.1%) 
HDR worldlights 0/8192 0/720896 ( 0.0%) 
leafwaterdata 1/32768 12/393216 ( 0.0%) 
waterstrips 0/32768 0/327680 ( 0.0%) 
waterverts 0/65536 0/786432 ( 0.0%) 
waterindices 0/65536 0/131072 ( 0.0%) 
cubemapsamples 22/1024 352/16384 ( 2.1%) 
overlays 10/512 3520/180224 ( 2.0%) 
LDR lightdata [variable] 3295852/0 ( 0.0%) 
HDR lightdata [variable] 0/0 ( 0.0%) 
visdata [variable] 558984/16777216 ( 3.3%) 
entdata [variable] 81414/393216 (20.7%) 
LDR ambient table 3793/65536 15172/262144 ( 5.8%) 
HDR ambient table 3793/65536 15172/262144 ( 5.8%) 
LDR leaf ambient 17296/65536 484288/1835008 (26.4%) 
HDR leaf ambient 3793/65536 106204/1835008 ( 5.8%) 
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] 1/20470 ( 0.0%) 
pakfile [variable] 63487/0 ( 0.0%) 
physics [variable] 449256/4194304 (10.7%) 
physics terrain [variable] 0/1048576 ( 0.0%) 

Level flags = 0 

Total triangle count: 9334 
Writing c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2.bsp 
2 minutes, 7 seconds elapsed 
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\admin\documents\hammer map\rp_actu-gamework_pre_1-2.bsp 
Error! Invalid model version "models/props_foliage/urban_streettree01.mdl" 
Error! Invalid model version "models/props_foliage/mall_pot_large01.mdl" 
Error! Invalid model version "models/props_foliage/mall_small_palm01.mdl" 
Error! Invalid model version "models/props_foliage/mall_big_plant01.mdl" 
Error! Invalid model version "models/props_foliage/mall_bigleaves_plant03.mdl" 
Error! Invalid model version "models/props_foliage/mall_pot_squarexl01.mdl" 
Error! Invalid model version "models/props_foliage/mall_bush02.mdl" 
Error! Invalid model version "models/props_foliage/maple_001_l.mdl" 
Error! Invalid model version "models/props_rooftop/chimneypipe_cluster02a.mdl" 
Setting up ray-trace acceleration structure... Done (0.86 seconds) 
4735 faces 
6894241 square feet [992770752.00 square inches] 
8 Displacements 
177404 Square Feet [25546312.00 Square Inches] 
4735 patches before subdivision 
64109 patches after subdivision 
sun extent from map=0.000000 
171 direct lights 
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (101) 
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11) 
transfers 8851431, max 1077 
transfer lists: 67.5 megs 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #1 added RGB(322583, 290748, 215160) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #2 added RGB(93608, 80525, 58325) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #3 added RGB(27622, 22209, 14824) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #4 added RGB(9841, 7518, 4724) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #5 added RGB(3402, 2441, 1397) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #6 added RGB(1289, 879, 466) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #7 added RGB(483, 311, 149) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #8 added RGB(190, 116, 51) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #9 added RGB(75, 43, 17) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #10 added RGB(30, 17, 6) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #11 added RGB(12, 6, 2) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #12 added RGB(5, 3, 1) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) 
Bounce #13 added RGB(2, 1, 0) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) 
Bounce #14 added RGB(1, 0, 0) 
Build Patch/Sample Hash Table(s).....Done<0.0186 sec> 
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 
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 (7) 
Writing leaf ambient...done 
Ready to Finish 

Object names Objects/Maxobjs Memory / Maxmem Fullness 
------------ --------------- --------------- -------- 
models 9/1024 432/49152 ( 0.9%) 
brushes 655/8192 7860/98304 ( 8.0%) 
brushsides 4674/65536 37392/524288 ( 7.1%) 
planes 3018/65536 60360/1310720 ( 4.6%) 
vertexes 7346/65536 88152/786432 (11.2%) 
nodes 3783/65536 121056/2097152 ( 5.8%) 
texinfos 947/12288 68184/884736 ( 7.7%) 
texdata 184/2048 5888/65536 ( 9.0%) 
dispinfos 8/0 1408/0 ( 0.0%) 
disp_verts 1064/0 21280/0 ( 0.0%) 
disp_tris 1792/0 3584/0 ( 0.0%) 
disp_lmsamples 176592/0 176592/0 ( 0.0%) 
faces 4735/65536 265160/3670016 ( 7.2%) 
hdr faces 4735/65536 265160/3670016 ( 7.2%) 
origfaces 2221/65536 124376/3670016 ( 3.4%) 
leaves 3793/65536 121376/2097152 ( 5.8%) 
leaffaces 5593/65536 11186/131072 ( 8.5%) 
leafbrushes 2609/65536 5218/131072 ( 4.0%) 
areas 3/256 24/2048 ( 1.2%) 
surfedges 27668/512000 110672/2048000 ( 5.4%) 
edges 19713/256000 78852/1024000 ( 7.7%) 
LDR worldlights 171/8192 15048/720896 ( 2.1%) 
HDR worldlights 171/8192 15048/720896 ( 2.1%) 
leafwaterdata 1/32768 12/393216 ( 0.0%) 
waterstrips 0/32768 0/327680 ( 0.0%) 
waterverts 0/65536 0/786432 ( 0.0%) 
waterindices 0/65536 0/131072 ( 0.0%) 
cubemapsamples 22/1024 352/16384 ( 2.1%) 
overlays 10/512 3520/180224 ( 2.0%) 
LDR lightdata [variable] 3295852/0 ( 0.0%) 
HDR lightdata [variable] 3295852/0 ( 0.0%) 
visdata [variable] 558984/16777216 ( 3.3%) 
entdata [variable] 81414/393216 (20.7%) 
LDR ambient table 3793/65536 15172/262144 ( 5.8%) 
HDR ambient table 3793/65536 15172/262144 ( 5.8%) 
LDR leaf ambient 17296/65536 484288/1835008 (26.4%) 
HDR leaf ambient 16754/65536 469112/1835008 (25.6%) 
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] 1/20470 ( 0.0%) 
pakfile [variable] 63487/0 ( 0.0%) 
physics [variable] 449256/4194304 (10.7%) 
physics terrain [variable] 0/1048576 ( 0.0%) 

Level flags = 0 

Total triangle count: 9334 
Writing c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2.bsp 
2 minutes, 4 seconds elapsed 

** Executing... 
** Command: Copy File 
** Parameters: "c:\users\admin\documents\hammer map\rp_actu-gamework_pre_1-2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_actu-gamework_pre_1-2.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 "rp_actu-gamework_pre_1-2" 



Do not pay attention to French phrases, I use this website: http://hammer.logout.fr/?p=HLErr
Thanks a lot! :wink:

You have to build cubemaps for both LDR and HDR. If you only do LDR(or none at all), your props will look like this.