Map Darkness

How do I make it so there is different shades of lights in some places? I do not mean how do I place lights. What I mean is that I have lights in places that are ment to be light etc, but for some reason when I compile the map the brightness is the same everywhere.

How do I fix this,
Thanks in advance,

Running VRAD?

Post the compile log.

maybe u have mat_fullbright as 1?

Sorry Im a bit of a nub , where do I find the mat_fullbright 1, what is VRAD and how do I fetch the compile log?

Thanks,

[editline]02:59PM[/editline]

Sorry I know what you mean now, I googled it :D.
Mat_fullbright is 0, and It isn’t due to server settings as I have noticed the less space the map is now due to lighting not working. I ran it in VRAD but I don’t know where to find the compiled log, and i’m not planning on redoing it as it took half an hour to compile.

check for leaks, that can affect your lighting.

In the same directory as the .vmf, there is a .log file that holds the records of past compiles.

ok here it is : [lua] materialPath: c:\program files\steam\steamapps\mt_noor\counter-strike source\cstrike\materials
Loading F:\matthew\Downloads & Uploads\RP_Downtown_V2.vmf
material “theprotextures/theprodowntownv2logo” not found
Material not found!: THEPROTEXTURES/THEPRODOWNTOWNV2LOGO
material “theprotextures/blendgrassgravel002a_gmfix” not found
Material not found!: THEPROTEXTURES/BLENDGRASSGRAVEL002A_GMFIX
material “theprotextures/weapongui” not found
Material not found!: THEPROTEXTURES/WEAPONGUI
material “theprotextures/gunshopsign” not found
Material not found!: THEPROTEXTURES/GUNSHOPSIGN
material “theprotextures/dtv2admuncp” not found
Material not found!: THEPROTEXTURES/DTV2ADMUNCP
material “dttrains/dttotrains” not found
Material not found!: DTTRAINS/DTTOTRAINS
material “dttrains/dttransit1” not found
Material not found!: DTTRAINS/DTTRANSIT1
fixing up env_cubemap materials on brush sides…
env_cubemap pointing at deleted brushside near (1344, -1136, -144)
0…1…2…3…4…5…6…7…8…9…10WARNING: node without a volume
**** leaked ****
Entity infodecal (1248.00 -1528.00 -192.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4096.0, 8704.0, 540.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5120.0, 8704.0, 540.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4667.5, 9216.0, 540.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4155.5, 9216.0, 540.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4096.0, 7680.0, 540.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5120.0, 7680.0, 540.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2048.0, 8704.0, -72.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2048.0, 8704.0, 1040.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 662 detail faces…done (1)
Merging details…done (1)
FixTjuncs…
PruneNodes…
WriteBSP…
done (4)
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 (4) (1486862 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 5914 texinfos to 4322
Reduced 707 texdatas to 624 (31873 bytes to 29116)
Writing F:\matthew\Downloads & Uploads\RP_Downtown_V2.bsp
51 seconds elapsed

1 threads
reading f:\matthew\downloads & uploads\RP_Downtown_V2.bsp
reading f:\matthew\downloads & uploads\RP_Downtown_V2.prt
LoadPortals: couldn’t read f:\matthew\downloads & uploads\RP_Downtown_V2.prt

[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading f:\matthew\downloads & uploads\RP_Downtown_V2.bsp
No vis information, direct lighting only.
14838 faces
1383148 square feet [199173376.00 square inches]
2 displacements
6250 square feet [900051.00 square inches]
357 direct lights
0…1…2…3…4…5…6…7…8…9…10Build Patch/Sample Hash Table(s)…Done<0.1521 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace 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 205/1024 9840/49152 (20.0%)
brushes 4039/8192 48468/98304 (49.3%)
brushsides 27581/65536 220648/524288 (42.1%)
planes 9592/65536 191840/1310720 (14.6%)
vertexes 28038/65536 336456/786432 (42.8%)
nodes 9565/65536 306080/2097152 (14.6%)
texinfos 4322/12288 311184/884736 (35.2%)
texdata 624/2048 19968/65536 (30.5%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 106/0 2120/0 ( 0.0%)
disp_tris 160/0 320/0 ( 0.0%)
disp_lmsamples 8/0 8/0 ( 0.0%)
faces 14838/65536 830928/3670016 (22.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9846/65536 551376/3670016 (15.0%)
leaves 9771/65536 312672/2097152 (14.9%)
leaffaces 18429/65536 36858/131072 (28.1%)
leafbrushes 7252/65536 14504/131072 (11.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 112954/512000 451816/2048000 (22.1%)
edges 72492/256000 289968/1024000 (28.3%)
LDR worldlights 357/8192 31416/720896 ( 4.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2345/32768 23450/327680 ( 7.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 44739/65536 89478/131072 (68.3%)
cubemapsamples 159/1024 2544/16384 (15.5%)
overlays 65/512 22880/180224 (12.7%)
LDR lightdata [variable] 8933004/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 375301/393216 (95.4%) VERY FULL!
LDR leaf ambient 9771/65536 234504/1572864 (14.9%)
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] 1/49884 ( 0.0%)
pakfile [variable] 14031706/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 1486862/4194304 (35.4%)
==== Total Win32 BSP file data space used: 29166585 bytes ====

Total triangle count: 44056
Writing f:\matthew\downloads & uploads\RP_Downtown_V2.bsp
35 minutes, 53 seconds elapsed

[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading f:\matthew\downloads & uploads\RP_Downtown_V2.bsp
No vis information, direct lighting only.
14838 faces
1383148 square feet [199173376.00 square inches]
2 displacements
6250 square feet [900051.00 square inches]
357 direct lights
0…1…2…3…4…5…6…

materialPath: c:\program files\steam\steamapps\mt_noor\counter-strike source\cstrike\materials
Loading F:\matthew\Downloads & Uploads\RP_Downtown_V2.vmf
Can’t find surfaceprop panel for material METAL/PRODVENTA, using default
material “theprotextures/theprodowntownv2logo” not found
Material not found!: THEPROTEXTURES/THEPRODOWNTOWNV2LOGO
material “theprotextures/blendgrassgravel002a_gmfix” not found
Material not found!: THEPROTEXTURES/BLENDGRASSGRAVEL002A_GMFIX
material “theprotextures/weapongui” not found
Material not found!: THEPROTEXTURES/WEAPONGUI
material “theprotextures/gunshopsign” not found
Material not found!: THEPROTEXTURES/GUNSHOPSIGN
material “theprotextures/dtv2admuncp” not found
Material not found!: THEPROTEXTURES/DTV2ADMUNCP
material “dttrains/dttotrains” not found
Material not found!: DTTRAINS/DTTOTRAINS
material “dttrains/dttransit1” not found
Material not found!: DTTRAINS/DTTRANSIT1
fixing up env_cubemap materials on brush sides…
env_cubemap pointing at deleted brushside near (1344, -1136, -144)
0…1…2…3…4…5…6…7…8…9…10WARNING: node without a volume
**** leaked ****
Entity light (1094.00 -2298.00 -105.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4096.0, 8704.0, 540.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5120.0, 8704.0, 540.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4667.5, 9216.0, 540.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4155.5, 9216.0, 540.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4096.0, 7680.0, 540.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5120.0, 7680.0, 540.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2048.0, 8704.0, -72.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2048.0, 8704.0, 1040.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 662 detail faces…done (1)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (2)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable “$hdrbasetexture” for material “skybox/sky_day01_09rt”
Can’t load skybox file skybox/sky_day01_09 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…
done (2) (1499844 bytes)
Error! To use model “models/props_combine/combinebutton.mdl”
with prop_static, it must be compiled with $staticprop!
Error loading studio model “models/props_combine/combinebutton.mdl”!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 6140 texinfos to 4414
Reduced 726 texdatas to 638 (32792 bytes to 29818)
Writing F:\matthew\Downloads & Uploads\RP_Downtown_V2.bsp
29 seconds elapsed

1 threads
reading f:\matthew\downloads & uploads\RP_Downtown_V2.bsp
reading f:\matthew\downloads & uploads\RP_Downtown_V2.prt
LoadPortals: couldn’t read f:\matthew\downloads & uploads\RP_Downtown_V2.prt

[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading f:\matthew\downloads & uploads\RP_Downtown_V2.bsp
No vis information, direct lighting only.
15459 faces
1425130 square feet [205218848.00 square inches]
2 displacements
6250 square feet [900051.00 square inches]
364 direct lights
0…1…2…3…4…5.
[/lua]

Thanks,


material "theprotextures/theprodowntownv2logo" not found   
Material not found!: THEPROTEXTURES/THEPRODOWNTOWNV2LOGO   
material "theprotextures/blendgrassgravel002a_gmfix" not found   
Material not found!: THEPROTEXTURES/BLENDGRASSGRAVEL002A_GMFIX   
material "theprotextures/weapongui" not found   
Material not found!: THEPROTEXTURES/WEAPONGUI   
material "theprotextures/gunshopsign" not found   
Material not found!: THEPROTEXTURES/GUNSHOPSIGN   
material "theprotextures/dtv2admuncp" not found   
Material not found!: THEPROTEXTURES/DTV2ADMUNCP   
material "dttrains/dttotrains" not found   
Material not found!: DTTRAINS/DTTOTRAINS   
material "dttrains/dttransit1" not found   
Material not found!: DTTRAINS/DTTRANSIT1

Missing materials.


env_cubemap pointing at deleted brushside near (1344, -1136, -144)

Minor error.


**** leaked ****   
Entity light (1094.00 -2298.00 -105.00) leaked!

A leak. Load the pointfile.


Error! To use model "models/props_combine/combinebutton.mdl"   
      with prop_static, it must be compiled with $staticprop!   
Error loading studio model "models/props_combine/combinebutton.mdl"!

Prop type error. Some models can’t function as some prop types.


0...1...2...3...4...5.

VRAD isn’t finishing, possibly because of an overwhelming about of data. Increase the lightmap scales on surfaces that don’t require as much light detail.

Also, I don’t think The Pro will take kindly to someone editing his map.

I know about the materials and models but how do I do the

Also:

I’ts for my server only and I tried for ages to get in contact with him, but he did not respond.

Also if anyone knows anything that can help here: http://www.facepunch.com/showthread.php?p=17667377#post17667377.

Please post, thanks

Lightmap: Scale

Sorry I don’t undertsand what to do? If I ment to do the in-game on the map, it doesn’t work.

You don’t solve this map ingame. You fix the leak, which will probably make vRAD behave as well, I imagine the leak is preventing it from calculating the lighting efficiently.

Sorry about so many questions but how do I fix the leak?

Leak

Thank you very much I have fixed up the leak and it is running smoothly now.