Map is too bright?

I have added and removed,light enviorments checked,for leaks and loaded a pointfile. There were no problems. I’ve even enabled and disabled atmos, yet my map continues to be bright everywhere. Could it be the custom skybox texture I imported causing the issues? What needs to be done in vtfedit to make a skybox texture?

Screenshot please.

http://images.akamai.steamusercontent.com/ugc/436111076105779439/62227547A4BEF052BC25CFDBDFF2808F95661B3F/

have you tried mat_fullbright 0 in the console ??

Too bright? No.
Full bright? Oh yeah!

If you placed any lights into your map, check your log for errors. You can use interlopers error checker for this
It’ll tell you the same thing we’ll tell you here, just a bit faster

If you didn’t add any lights, its well recommended to add atleast a light_environment

yes, no change

[editline]25th September 2016[/editline]

I added lights and a light enviorment and it still shows up as this. There were no errors seen in the log at all.

I tried Interlopers error Checker, It only found 3 problems, none of which affects the lighting in the map at all.

You aren’t giving us a lot to go off.
If ya want good help we need things to go off, logs, screenshots, etc
(Sorry but we really shouldn’t have to ask, wait 12 hours, you post, wait 12 hours, we respond. Next time just dump as much info as ya can at the start)
So stick ya log in


 tags

What where those errors? The only other thing would be if vRad was compiled too.

indportalside: couldn’t find a good match for which brush to assign to a portal near (-10426.8 -11087.6 -2301.3)

Description:
This error is usually followed by something like this:

Leaf 0 contents:(may vary)
Leaf 1 contents: CONTENTS_SOLID (may vary, e.g. CONTENTS_WATER)
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID (ditto)
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: [none or more brushnumbers]
Usually, this error is caused by a leak, so fix it if it is.
If it isn’t, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level.
Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just to complicated for poor vbsp to figure out.

I don’t know the details but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem.

Solution:
Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail). You should also check to see if the brushes are overlapping at any point.

See also:
Finding brushnumbers and coordinates

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

Last contribution: Smurfy

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

zero area child patch

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn’t exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn’t solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn’t recommend the second option.

See also:
Reference: Finding the cause of unknown errors

Generally, this error may be ignored

LOG

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod” “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\coruscant_rp.vmf”

Valve Software - vbsp.exe (Mar 14 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\coruscant_rp.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
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 (1)

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-10426.8 -11087.6 -2301.3)
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: Brush 35622:

ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (1)
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\coruscant_rp.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 (1) (341570 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 948 texinfos to 795
Reduced 40 texdatas to 39 (721 bytes to 671)
Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\coruscant_rp.bsp
4 seconds 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” -fast “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\coruscant_rp”

Valve Software - vvis.exe (Dec 9 2014)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\coruscant_rp.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\coruscant_rp.prt
7207 portalclusters
21614 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (26)
Optimized: 1139064 visible clusters (5.91%)
Total clusters visible: 19278627
Average clusters visible: 2674
Building PAS…
Average clusters audible: 3862
visdatasize:9705582 compressed from 13030256
writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\coruscant_rp.bsp
32 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod” -noextra “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\coruscant_rp”

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:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\coruscant_rp.bsp
Setting up ray-trace acceleration structure… Done (1.14 seconds)
34563 faces
39 degenerate faces
51565908 square feet [7425490432.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
34524 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
2063172 patches after subdivision
119 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (595)
BuildVisLeafs: 0
** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\coruscant_rp.bsp” “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\coruscant_rp.bsp”

http://images.akamai.steamusercontent.com/ugc/436111076109943729/C0EC1A92BBF90BA09493E5B76B59018C01DA78FB/

http://images.akamai.steamusercontent.com/ugc/436111076105778798/355DA0F25EAF79517EF9A0B8A8334138366765FD/

http://images.akamai.steamusercontent.com/ugc/436111076105779349/EBA268E799D80A5B3761B0A6FDA7A2612696D1CC/

the numbers in the brackets are co-ordinates go to them and delete that brush and remake it also vvisis running in fast mode set it to normal to get a better build for visibility

go into map properties (selects everything), exit map properties and click the texture application tool with everything selected and set the lightmap scale to 64.

now everything is dark

http://images.akamai.steamusercontent.com/ugc/436111076116969404/B02380038533BD440B049B546D8053F02174FD04/

And I can’t seem to revert the change at all.

Well now you probs need to add some lights

but that might make it too bright! :frowning:

There is no light anywhere! the Light Env does not work! Atmos dont work!

Go read up on the wiki, light_environment makes light from the skybox. But you’ll need to have lights inside where there’s no skybox :v