Messed up lighting

I’m trying to make a house in Hammer and at first the lighting I added lit both rooms up completely. Now, the light affects both rooms BUT the ceiling is pitch black.

Pictures:

I’m pretty sure you have a leak somewhere. You may want to load the pointfile of the map to find the leak.

When I try that there is no Pointfile to load.

Paste the compile log.

Here it is.

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\all0utwar\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\all0utwar\garrysmod\garrysmod” “C:\Program Files (x86)\Steam\SteamApps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house.vmf”

Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\all0utwar\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\SteamApps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\all0utwar\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)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house.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) (8359 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 54 texinfos to 28
Reduced 8 texdatas to 8 (187 bytes to 187)
Writing C:\Program Files (x86)\Steam\SteamApps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\all0utwar\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\all0utwar\garrysmod\garrysmod” “C:\Program Files (x86)\Steam\SteamApps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house”

Valve Software - vvis.exe (Oct 25 2011)
8 threads
reading c:\program files (x86)\steam\steamapps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house.bsp
reading c:\program files (x86)\steam\steamapps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house.prt
7 portalclusters
9 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 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 47
Average clusters visible: 6
Building PAS…
Average clusters audible: 7
visdatasize:74 compressed from 112
writing c:\program files (x86)\steam\steamapps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house.bsp
1 second elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\all0utwar\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\all0utwar\garrysmod\garrysmod” “C:\Program Files (x86)\Steam\SteamApps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house”

Valve Software - vrad.exe SSE (Oct 25 2011)

  Valve Radiosity Simulator     

8 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead…
Warning: Couldn’t open texlight file c:\program files (x86)\steam\steamapps\all0utwar\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house.bsp
Setting up ray-trace acceleration structure… Done (0.00 seconds)
62 faces
7292 square feet [1050104.13 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
62 patches before subdivision
886 patches after subdivision
57 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (0)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (1)
transfers 58279, max 184
transfer lists: 0.4 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0002 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (0)
FinalLightFace Done
Computing detail prop lighting : 0…1…2…3…4…5…6…7…8…9…10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (1)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 4/1024 192/49152 ( 0.4%)
brushes 21/8192 252/98304 ( 0.3%)
brushsides 126/65536 1008/524288 ( 0.2%)
planes 118/65536 2360/1310720 ( 0.2%)
vertexes 116/65536 1392/786432 ( 0.2%)
nodes 52/65536 1664/2097152 ( 0.1%)
texinfos 28/12288 2016/884736 ( 0.2%)
texdata 8/2048 256/65536 ( 0.4%)
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 62/65536 3472/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 49/65536 2744/3670016 ( 0.1%)
leaves 57/65536 1824/2097152 ( 0.1%)
leaffaces 63/65536 126/131072 ( 0.1%)
leafbrushes 30/65536 60/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 498/512000 1992/2048000 ( 0.1%)
edges 302/256000 1208/1024000 ( 0.1%)
LDR worldlights 57/8192 5016/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 12/32768 120/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 159/65536 318/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 106268/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 74/16777216 ( 0.0%)
entdata [variable] 24904/393216 ( 6.3%)
LDR ambient table 57/65536 228/262144 ( 0.1%)
HDR ambient table 57/65536 228/262144 ( 0.1%)
LDR leaf ambient 25/65536 700/1835008 ( 0.0%)
HDR leaf ambient 57/65536 1596/1835008 ( 0.1%)
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] 1/296 ( 0.3%)
dtl prp lght [variable] 1/34 ( 2.9%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 105663/0 ( 0.0%)
physics [variable] 8359/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 178
Writing c:\program files (x86)\steam\steamapps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house.bsp
3 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\SteamApps\all0utwar\garrysmod\garrysmod\maps\vmf\gm_house.bsp” “c:\program files (x86)\steam\steamapps\all0utwar\garrysmod\garrysmod\maps\gm_house.bsp”

Honestly, no one knows?

  • This is what happens when you have gi disabled somehow.

Go onto advanced compile settings, and just after $light_exe add -bounce with a value example:


-both -low -softsun 4 -StaticPropPolys -TextureShadows -StaticPropLighting -final -bounce 32 -game $gamedir $path\$file

I replace

with

?

EDIT: Nevermind ^ worked. Anyway does anyone know where I can find a good window texture that you can see through? I’ve been to cgtextures and they don’t have any.

Well, I thought it fixed it but it only fixed half of the problem. It’s still dark up near the ceiling and I have no idea why.

Increase lightmap scale, stop using the “light” entity.

Alright, I’ll try that. I’m using the light_spots by the way.

Urg, the light_Spot needs to be used in conjunction with the light entity, or else you get odd lighting around lights that should emit more ambient.

Basically a “Light_Spot” creates the dynamic cool looking Spot Light you think of in your mind.
You’ll have the create a “Light” in the area the “Light_Spot” is facing in order to keep the lights from looking unrealistic.