Urgent! Problems with lighting and props!

Whenever I place any kind of light, (light, light_environment) my map looks even brighter than fullbright. Look, this is what it looks like with a light_environment:

http://img130.imageshack.us/img130/1903/problemlighting.jpg

Second problem: I have placed several static props, such as some couches and an APC. They show in hammer, however they dont ingame.

Help.

Some of the props you’re using as static might not be compiled as a static prop, thus vbsp throws it out and won’t compile it into the map. In the model viewer you can see a tab which says details I think, that will have some check boxes with Static, Dynamic and Physics. As for the second problem, you might have a leak preventing your lighting compiling or the brightness could be set too high (more than 800 is usually bad.)

Also, what settings do you have for the light_environment?

default

[editline]5th March 2011[/editline]

Thank you Legend, I have fixed the Props problem now.
What about the lighting problem?

Could be a leak, post the compile log.

Try typing mat_fullbright 0 in the console. If you play a fullbright map and switch to a lighted map, it stays fullbright.

** Executing…
** Command: “c:\archivos de programa\steam\steamapps\alvaol62\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\archivos de programa\steam\steamapps\alvaol62\half-life 2\hl2” “C:\Archivos de programa\Steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1.vmf”

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\archivos de programa\steam\steamapps\alvaol62\half-life 2\hl2\materials
Loading C:\Archivos de programa\Steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1.vmf
Could not locate ‘GameData’ key in c:\archivos de programa\steam\steamapps\alvaol62\half-life 2\hl2\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)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 32 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Archivos de programa\Steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1.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) (29209 bytes)
Error! To use model “models/combine_apc.mdl”
with prop_static, it must be compiled with $staticprop!
Error loading studio model “models/combine_apc.mdl”!
Error! prop_static using model “models/props_c17/furniturecouch001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_c17/furniturecouch001a.mdl”!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 57 texinfos to 36
Reduced 6 texdatas to 6 (131 bytes to 131)
Writing C:\Archivos de programa\Steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1.bsp
0 seconds elapsed

** Executing…
** Command: “c:\archivos de programa\steam\steamapps\alvaol62\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\archivos de programa\steam\steamapps\alvaol62\half-life 2\hl2” “C:\Archivos de programa\Steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1”

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\archivos de programa\steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1.bsp
reading c:\archivos de programa\steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1.prt
129 portalclusters
396 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: 22 visible clusters (0.00%)
Total clusters visible: 9797
Average clusters visible: 75
Building PAS…
Average clusters audible: 112
visdatasize:5327 compressed from 6192
writing c:\archivos de programa\steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1.bsp
1 second elapsed

** Executing…
** Command: “c:\archivos de programa\steam\steamapps\alvaol62\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\archivos de programa\steam\steamapps\alvaol62\half-life 2\hl2” “C:\Archivos de programa\Steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1”

Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\archivos de programa\steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1.bsp
Setting up ray-trace acceleration structure… Done (0.08 seconds)
567 faces
262269 square feet [37766772.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
567 patches before subdivision
17019 patches after subdivision
sun extent from map=0.000000
4 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (2)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (3)
transfers 1179350, max 324
transfer lists: 9.0 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(77756, 28838, 9967)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(26818, 3581, 187)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(10702, 480, 12)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(4642, 70, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(2103, 10, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #6 added RGB(980, 2, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(464, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(222, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(107, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #10 added RGB(52, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(26, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #12 added RGB(13, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(6, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #14 added RGB(3, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #15 added RGB(2, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0113 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (2)
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 (1)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 2/1024 96/49152 ( 0.2%)
brushes 79/8192 948/98304 ( 1.0%)
brushsides 474/65536 3792/524288 ( 0.7%)
planes 298/65536 5960/1310720 ( 0.5%)
vertexes 824/65536 9888/786432 ( 1.3%)
nodes 257/65536 8224/2097152 ( 0.4%)
texinfos 36/12288 2592/884736 ( 0.3%)
texdata 6/2048 192/65536 ( 0.3%)
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 567/65536 31752/3670016 ( 0.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 281/65536 15736/3670016 ( 0.4%)
leaves 260/65536 8320/2097152 ( 0.4%)
leaffaces 656/65536 1312/131072 ( 1.0%)
leafbrushes 151/65536 302/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3860/512000 15440/2048000 ( 0.8%)
edges 2200/256000 8800/1024000 ( 0.9%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 59/32768 590/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 900/65536 1800/131072 ( 1.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 363372/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 5327/16777216 ( 0.0%)
entdata [variable] 3385/393216 ( 0.9%)
LDR ambient table 260/65536 1040/262144 ( 0.4%)
HDR ambient table 260/65536 1040/262144 ( 0.4%)
LDR leaf ambient 1256/65536 35168/1835008 ( 1.9%)
HDR leaf ambient 260/65536 7280/1835008 ( 0.4%)
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] 1/532 ( 0.2%)
pakfile [variable] 105663/0 ( 0.0%)
physics [variable] 29209/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1602
Writing c:\archivos de programa\steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1.bsp
11 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Archivos de programa\Steam\steamapps\alvaol62\sourcesdk_content\hl2\mapsrc\crysis_1.bsp” “c:\archivos de programa\steam\steamapps\alvaol62\half-life 2\hl2\maps\crysis_1.bsp”

[editline]5th March 2011[/editline]

Huh, tested again and the problem is gone

-_-

Error! To use model “models/combine_apc.mdl”
with prop_static, it must be compiled with $staticprop!
Error loading studio model “models/combine_apc.mdl”!
Error! prop_static using model “models/props_c17/furniturecouch001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_c17/furniturecouch001a.mdl”!

Use prop_dynamic.

[editline]5th March 2011[/editline]

nvm, didn’t see your post.

Thank you. Also, do you know how to make shadows less blurry?

When using the texture application tool you can change the setting on the right which is named “Lightmap scale.” Lower values mean higher quality lightmaps.

Do I have to apply that to all the brushes?

Only to the faces you want less blurry shadows on. But remember that higher quality shadows = longer compile time and bigger .bsp file.