Lighting issues

http://img9.imageshack.us/gal.php?g=banditbase0000.jpg

In areas that have little to no light, I get this weird technicolor shadowing.

I have a shadow_controller, and a light_environment.

It may be difficult to see in the screenshots, but it’s usually in little clumps near dark spots.



** Executing...
** Command: "c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\programs (x86)\steam\steamapps\raidenator_2\counter-strike source\cstrike" "C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\programs (x86)\steam\steamapps\raidenator_2\counter-strike source\cstrike\materials
Loading C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.vmf
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 108 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_09rt"
Can't load skybox file skybox/sky_day02_09 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (458260 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1422 texinfos to 939
Reduced 117 texdatas to 104 (3369 bytes to 3027)
Writing C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp
3 seconds elapsed
  3.911602 -2.108200 0.000000
  -3.860798 -2.159000 0.000000
  -3.860798 -2.108200 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\programs (x86)\steam\steamapps\raidenator_2\counter-strike source\cstrike" -fast "C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
4 threads
reading c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp
reading c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.prt
1344 portalclusters
4012 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 92029 visible clusters (0.00%)
Total clusters visible: 1500223
Average clusters visible: 1116
Building PAS...
Average clusters audible: 1338
visdatasize:454690  compressed from 451584
writing c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp
1 second elapsed

** Executing...
** Command: "c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\programs (x86)\steam\steamapps\raidenator_2\counter-strike source\cstrike" "C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase"

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:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp
5494 faces
777614 square feet [111976512.00 square inches]
20 displacements
422 square feet [60772.65 square inches]
5494 patches before subdivision
63516 patches after subdivision
64 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (40)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (20)
transfers 6021710, max 708
transfer lists:  45.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(144968, 76975, 44882)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(18492, 8687, 4385)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(3050, 1281, 552)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(555, 211, 78)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(114, 39, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(25, 8, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(6, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0349 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                   8/1024          384/49152    ( 0.8%) 
brushes               1292/8192        15504/98304    (15.8%) 
brushsides            8522/65536       68176/524288   (13.0%) 
planes                3188/65536       63760/1310720  ( 4.9%) 
vertexes             10884/65536      130608/786432   (16.6%) 
nodes                 2875/65536       92000/2097152  ( 4.4%) 
texinfos               939/12288       67608/884736   ( 7.6%) 
texdata                104/2048         3328/65536    ( 5.1%) 
dispinfos               20/0            3520/0        ( 0.0%) 
disp_verts            1620/0           32400/0        ( 0.0%) 
disp_tris             2560/0            5120/0        ( 0.0%) 
disp_lmsamples        3956/0            3956/0        ( 0.0%) 
faces                 5494/65536      307664/3670016  ( 8.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3388/65536      189728/3670016  ( 5.2%) 
leaves                2884/65536       92288/2097152  ( 4.4%) 
leaffaces             6655/65536       13310/131072   (10.2%) 
leafbrushes           2655/65536        5310/131072   ( 4.1%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            40674/512000     162696/2048000  ( 7.9%) 
edges                25189/256000     100756/1024000  ( 9.8%) 
LDR worldlights         64/8192         5632/720896   ( 0.8%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            638/32768        6380/327680   ( 1.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         11856/65536       23712/131072   (18.1%) 
cubemapsamples          12/1024          192/16384    ( 1.2%) 
overlays                10/512          3520/180224   ( 2.0%) 
LDR lightdata         [variable]     2492244/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      454690/16777216 ( 2.7%) 
entdata               [variable]       40923/393216   (10.4%) 
LDR leaf ambient      2884/65536       69216/1572864  ( 4.4%) 
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]           1/27906    ( 0.0%) 
pakfile               [variable]      138237/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      458260/4194304  (10.9%) 
==== Total Win32 BSP file data space used: 5051156 bytes ====

Total triangle count: 16357
Writing c:\programs (x86)\steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp
1 minute, 7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programs (x86)\Steam\steamapps\raidenator_2\sourcesdk_content\cstrike\mapsrc\banditbase.bsp" "c:\programs (x86)\steam\steamapps\raidenator_2\counter-strike source\cstrike\maps\banditbase.bsp"



Copy paste from interlopers compile log checker

"found a displacement edge abutting multiple other edges

Description:
A displacement is touching more than one other displacements at the same point along one of its edges; in other words: at some point, three displacements are touching each other along an entire edge. This may cause lighting errors, as vrad doesn’t know which displacements need to have their light smoothed out, if you know what i mean. I guess it can also be a wanted situation, in which cause this ‘error’ can be ignored.

Solution:
The usual cause i can think of is the accidental non-deletion of displacements along the sides of brushes. Eg, if you have two brushes next to each other, and their tops displaced, and you accidentally also displaced the vertical brushsides between these two, you get a T-shaped intersection of three.

image: purple: side that should’ve been destroyed, red: the edge.

This is no real error, but it could be the cause of lighting anomalies. There is no easy way to find the displacement either, the fastest way would be to go through your displacements one by one."

This error can be ignored
2

make_triangles:calc_triangle_representation: cannot convert

Description:
Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the “/wasteland/InteriorFence002d.mdl”-model. I’ve also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.

Solution:
You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn’t seem to be a real error in the model itself though. In other words, leave it be, it won’t hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.

The affected object may not work and/or cause general errors

3

fastvis = true

Description:
You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause:

Strange compile errors, like ‘cluster saw into cluster’ errors
Strange errors ingame (including unexpected crashes)
Hitting limits ingame, by skipping essential optimization processses
Lower performance ingame

Solution:
If you experience any of these problems, and don’t have any specific clues for the cause, please try to compile without the -fast option, see if that helps. If compiling without -fast is taking too long /seems to crash vvis, you may need to optimize your map using func_detail

Last contribution: Anonymous

warning: cluster portals saw into cluster

Description:
(I think) vbsp.exe has made a concave leaf (or in other ways invalid) that can see into itself. I’ve also heard about this being caused by overlapping brushes or brushes that are off-grid (thuss causing offgrid visleafs). Allthough i find this unlikely, I am not sure if it isn’t, so keep those possibilities open too.

Solution:
The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview glview to find it.

http://img22.imageshack.us/gal.php?g=banditbase0000fixed.jpg

I was told on another forum that it wasn’t bright enough.

I went over it quickly with the dodge tool, should be pretty apparent what the issue is.

Why would you want to go on another forum website?

Facepunch is the shit.

Ah yes I can see it now, I was looking at the pictures with my laptop and could barely see anything except som faces that were lit badly.

Perhaps a silly question, but how is your cubemap placement?

I don’t think it’s a cubemap issue, I have a few.

I’ll try adding more, but I doubt its that.