Fullbright?

Any custom materials I use are compiled as fullbright, Please help!

PS:
If you could tell me how to get Css, ep2, 1, etc.
models to show up at the same time in hammer, I would really appreciate it!

are they unlitgeneric?

No.

Post the content of the vmt. They should have “LightmappedGeneric” at the top, not “UnlitGeneric” or “VertexLitGeneric”

I actually have a picture for that, I’ll find it after school.

Reserves front page spot

Fuck it, for whatever reason Facepunch wont let me look at past my 100 most recent posts so I can’t find my post with the picture in it.

Yes, they are all LightmappedGeneric.

Post the content of the vmt, make sure you mat_fullbright 0 in the console and post the compile log while you’re at it.

Here is one:
“LightmappedGeneric”
{
// Original shader: BaseTimesLightmap
“$basetexture” “ajacks/ajacks_grass01”
“$surfaceprop” “dirt”
}

Also, I know mat_fullbright is off, because any other part of the map with normal textures compiles normally.

[editline]05:34AM[/editline]

**!VERY LARGE POST!

** Executing…
** Command: “b:\program files\steam\steamapps\jetblack357\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “b:\program files\steam\steamapps\jetblack357\source sdk base 2007\sourcetest” “B:\Program Files\Steam\steamapps\jetblack357\sourcesdk\bin\orangebox\bin\prefabs\RP_City”
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: b:\program files\steam\steamapps[No, you cannot have my username]\source sdk base 2007\sourcetest\materials
Loading B:\Program Files\Steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\prefabs\RP_City.vmf
material “customtext/gc textures/brick/brick_modern_large02” not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/BRICK/BRICK_MODERN_LARGE02
material “ajacks/ben_tancarpet” not found.
Material not found!: AJACKS/BEN_TANCARPET
material “ajacks/h_blackmarble” not found.
Material not found!: AJACKS/H_BLACKMARBLE
material “ajacks/ben_paintblue” not found.
Material not found!: AJACKS/BEN_PAINTBLUE
material “ajacks/art_woodfloor” not found.
Material not found!: AJACKS/ART_WOODFLOOR
material “ajacks/ben_whiteceiling” not found.
Material not found!: AJACKS/BEN_WHITECEILING
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 B:\Program Files\Steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\prefabs\RP_city.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) (45743 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 402 texinfos to 231
Reduced 30 texdatas to 26 (791 bytes to 675)
Writing B:\Program Files\Steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\prefabs\RP_city.bsp
1 second elapsed

** Executing…
** Command: “b:\program files\steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “b:\program files\steam\steamapps[No, you cannot have my username]\source sdk base 2007\sourcetest” “B:\Program Files\Steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\prefabs\RP_city”

Valve Software - vvis.exe (May 19 2009)
4 threads
reading b:\program files\steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\prefabs\RP_city.bsp
reading b:\program files\steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\prefabs\RP_city.prt
237 portalclusters
592 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 (4)
Optimized: 36 visible clusters (0.00%)
Total clusters visible: 21509
Average clusters visible: 90
Building PAS…
Average clusters audible: 214
visdatasize:15293 compressed from 15168
writing b:\program files\steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\prefabs\RP_city.bsp
4 seconds elapsed

** Executing…
** Command: “b:\program files\steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “b:\program files\steam\steamapps[No, you cannot have my username]\source sdk base 2007\sourcetest” “B:\Program Files\Steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\prefabs\RP_city”

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead…
Warning: Couldn’t open texlight file b:\program files\steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\lights.rad.
Loading b:\program files\steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\prefabs\RP_city.bsp
Setting up ray-trace acceleration structure… Done (0.19 seconds)
732 faces
1 degenerate faces
67467 square feet [9715370.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
731 patches before subdivision
3253 patches after subdivision
sun extent from map=0.121869
47 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (3)
transfers 97448, max 269
transfer lists: 0.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(3363, 2969, 1714)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(344, 280, 142)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(36, 28, 13)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #4 added RGB(5, 3, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0019 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 (2)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 3/1024 144/49152 ( 0.3%)
brushes 119/8192 1428/98304 ( 1.5%)
brushsides 760/65536 6080/524288 ( 1.2%)
planes 460/65536 9200/1310720 ( 0.7%)
vertexes 1204/65536 14448/786432 ( 1.8%)
nodes 524/65536 16768/2097152 ( 0.8%)
texinfos 231/12288 16632/884736 ( 1.9%)
texdata 26/2048 832/65536 ( 1.3%)
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 732/65536 40992/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 381/65536 21336/3670016 ( 0.6%)
leaves 528/65536 16896/2097152 ( 0.8%)
leaffaces 880/65536 1760/131072 ( 1.3%)
leafbrushes 364/65536 728/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5077/512000 20308/2048000 ( 1.0%)
edges 3021/256000 12084/1024000 ( 1.2%)
LDR worldlights 47/8192 4136/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 81/32768 810/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1218/65536 2436/131072 ( 1.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 226480/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 15293/16777216 ( 0.1%)
entdata [variable] 26605/393216 ( 6.8%)
LDR ambient table 528/65536 2112/262144 ( 0.8%)
HDR ambient table 528/65536 2112/262144 ( 0.8%)
LDR leaf ambient 1808/65536 50624/1835008 ( 2.8%)
HDR leaf ambient 528/65536 14784/1835008 ( 0.8%)
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] 1/660 ( 0.2%)
pakfile [variable] 211599/0 ( 0.0%)
physics [variable] 45743/4194304 ( 1.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2075
Writing b:\program files\steam\steamapps[No, you cannot have my username]\sourcesdk\bin\orangebox\bin\prefabs\RP_city.bsp
11 seconds elapsed

**

[editline]05:50AM[/editline]

:raise:
I found this on the steam support forums/

[editline]06:08AM[/editline]

Never mind, it didn’t work.

[noparse]


 

[/noparse]

Use it.

Make sure this file exists:
b:\program files\steam\steamapps[No, you cannot have my username]\source sdk base 2007\sourcetest\materials\ajacks\ben_tancarpet.vtf

May also be to do with the way your mod configuration is set up.

Yes, it exists, but the mod thing is possible.

I am guessing your lights.rad file is missing

I referenced those materials, but I replaced them in the map & deleted the files, Is there anything to fix that?

[editline]08:11AM[/editline]

Here are some screenshots of the problem.

http://img641.imageshack.us/img641/2893/rpcityville0003.jpg

http://img62.imageshack.us/img62/3538/rpcityville0000.jpg

They’re not fullbright, it’s just really fucking bright in that room due to all the selfillum white textures you have in there.

I don’t think you understand, the selfillum textures are the problem…

No, you see those strips of white and the white ceiling?

Chances are you’ve used a texture that appears as plain white in Hammer, but is set up to emit light in-game. As your room is completely surrounded by them, there’s nowhere for shadows to form.

[editline]04:48PM[/editline]

Replace all the white textures in that room with a dev texture or something and recompile.

No, this happens with any non-default textures I use.

Post a screenshot of one in a room that doesn’t have those white textures.

Preferably a darkened room.

Ok

[editline]11:02AM[/editline]

Here is a box of random textures, there is a light entity in the middle, but they still remain fullbright.
The top one is a default texture, and it shows the light map.

http://img684.imageshack.us/img684/2036/randomtext0001.jpg

[editline]11:05AM[/editline]

Oh, and those walls are one texture.
Here it is in hammer:

http://img694.imageshack.us/img694/5787/hammerc.jpg

dorp

Anyway, do you have env_cubemap in your map? Place one, just for test if you don’t. Also, check the material paths.