My lighting is screwed up!

For some reason, after I launched Garry’s Mod after compiling my map, my lighting ended up like this!

Here is the compile log



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\blazingrunite\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\blazingrunite\half-life 2 episode two\ep2" "C:\Users\Josh\Documents\gm_1024box"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\blazingrunite\half-life 2 episode two\ep2\materials
Loading C:\Users\Josh\Documents\gm_1024box.vmf
Patching WVT material: maps/gm_1024box/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/gm_1024box/nature/blendcliffgrass001a_wvt_patch
Patching WVT material: maps/gm_1024box/nature/blendgrassgrass001a_wvt_patch
Patching WVT material: maps/gm_1024box/nature/blendgrassdirt001a_wvt_patch
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 (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Josh\Documents\gm_1024box.prt...Building visibility clusters...
done (0)
material "skybox/militia_hdrrt" not found.
Can't load skybox file skybox/militia_hdr to build the default cubemap!
Can't load skybox file skybox/militia_hdr 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 (1) (57639 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 445 texinfos to 248
Reduced 28 texdatas to 19 (814 bytes to 451)
Writing C:\Users\Josh\Documents\gm_1024box.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\blazingrunite\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\blazingrunite\half-life 2 episode two\ep2" "C:\Users\Josh\Documents\gm_1024box"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users\josh\documents\gm_1024box.bsp
reading c:\users\josh\documents\gm_1024box.prt
 132 portalclusters
 328 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 (2)
Optimized: 4 visible clusters (0.00%)
Total clusters visible: 16382
Average clusters visible: 124
Building PAS...
Average clusters audible: 130
visdatasize:5523  compressed from 6336
writing c:\users\josh\documents\gm_1024box.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\blazingrunite\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\blazingrunite\half-life 2 episode two\ep2" "C:\Users\Josh\Documents\gm_1024box"

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

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\josh\documents\gm_1024box.bsp
Setting up ray-trace acceleration structure... Done (2.14 seconds)
674 faces
1624398 square feet [233913376.00 square inches]
69 Displacements
478388 Square Feet [68887984.00 Square Inches]
674 patches before subdivision
34288 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (16)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 900102, max 272
transfer lists:   6.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(171271, 140232, 75390)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(24041, 17060, 6415)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(4171, 2579, 691)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(796, 432, 84)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(148, 70, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(28, 12, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(5, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0286 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
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 (23)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  69/1024         3312/49152    ( 6.7%) 
brushes                123/8192         1476/98304    ( 1.5%) 
brushsides             765/65536        6120/524288   ( 1.2%) 
planes                 764/65536       15280/1310720  ( 1.2%) 
vertexes              1181/65536       14172/786432   ( 1.8%) 
nodes                  782/65536       25024/2097152  ( 1.2%) 
texinfos               248/12288       17856/884736   ( 2.0%) 
texdata                 19/2048          608/65536    ( 0.9%) 
dispinfos               69/0           12144/0        ( 0.0%) 
disp_verts           10725/0          214500/0        ( 0.0%) 
disp_tris            18432/0           36864/0        ( 0.0%) 
disp_lmsamples      428373/0          428373/0        ( 0.0%) 
faces                  674/65536       37744/3670016  ( 1.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              493/65536       27608/3670016  ( 0.8%) 
leaves                 852/65536       27264/2097152  ( 1.3%) 
leaffaces              620/65536        1240/131072   ( 0.9%) 
leafbrushes            356/65536         712/131072   ( 0.5%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges             4768/512000      19072/2048000  ( 0.9%) 
edges                 2925/256000      11700/1024000  ( 1.1%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             14/32768         140/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           192/65536         384/131072   ( 0.3%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      861448/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        5523/16777216 ( 0.0%) 
entdata               [variable]       38375/393216   ( 9.8%) 
LDR ambient table      852/65536        3408/262144   ( 1.3%) 
HDR ambient table      852/65536        3408/262144   ( 1.3%) 
LDR leaf ambient      4020/65536      112560/1835008  ( 6.1%) 
HDR leaf ambient       852/65536       23856/1835008  ( 1.3%) 
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]           1/206      ( 0.5%) 
pakfile               [variable]        2128/0        ( 0.0%) 
physics               [variable]       57639/4194304  ( 1.4%) 
physics terrain       [variable]       33176/1048576  ( 3.2%) 

Level flags = 0

Total triangle count: 1452
Writing c:\users\josh\documents\gm_1024box.bsp
53 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Josh\Documents\gm_1024box.bsp" "c:\program files (x86)\steam\steamapps\blazingrunite\half-life 2 episode two\ep2\maps\gm_1024box.bsp"



I didn’t get any errors from interlopers.net, except for the obvious one of the skybox not being found (I’m compiling it in ep2 with a css skybox)

What settings are you using with your light_environment?

Jesus!

What the hell is that supposed to be!?

Seriously, use a higher power on your displacements (not 4) and split them up into about 128x128 squares.

If you want to criticize my displacements, go to the [WIP] Gm_1024box thread. That’s the thread for my lighting problems

I’m not criticizing, I’m just saying you need to work on them.

Like I said, make them a higher power and split them up (if you haven’t already).

I had this problem, it’s you’re 3d skybox… is well casting shadows. Trust me if you get rid of it the shadows will be gone.

This man speaks the truth, you need to tweak the position fo your sky camera and your skybox geometry, since when rendered some of it is overlapping the world causing shadows.

Maybe you used a texture which was supposed to be for model? That sometimes happens

No that causes flickering between fully lit and fully unlit, not random patches of shadow.

Just cut around the map in your 3d skybox.

Click point at and click somewhere on the ground see if that fixes it.