Why is my map very bright.

Hello. So this never started to happen to me until I created another structure at the corner of my huge map. My map is full of water (middle to bottom) and I have func_viscluster running from all above the water and below.
I was making an oil rig basically. And once I created one, I got this

That picture is of deleted objects on it because I was trying to see if it was an object causing the problem.
I started going through a list of what might be causing it… so I started deleting Entities/Objects, the guard rails, objects at a 45 degree, or (rotated in general), blocks colliding, the suspension (4 poles that go to the ocean floor and support the oil rig), and now I have the chassis left and it’s STILL very bright and brings me back to thinking I have a leak. But when I delete all the chassis of it, it goes back to normal darkness.

I do have a env_sun and light_env.

(another picture)

So yeah, I REALLY badly want to make my oil rig to the other side of the map properly without causing this annoying lighting disfunction. ugh,
If someone knows a fix then, Thank you thank you thank you.

Here’s the compile 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:\Users\Alex\Desktop\Me and Adi’s Map\oceantest2.vmf”

Valve Software - vbsp.exe (Mar 14 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Alex\Desktop\Me and Adi’s Map\oceantest2.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
material “nature/blendashdirt01” not found.
Material not found!: NATURE/BLENDASHDIRT01
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/oceantest2/nature/blendsandrock004c_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 (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 142 detail faces…done (0)
Merging details…done (0)
done (0)
writing C:\Users\Alex\Desktop\Me and Adi’s Map\oceantest2.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
! 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
material “decals/milswitch003” not found.
material “decals/miloutlet001” not found.
material “decals/snow01” not found.
Building Physics collision data…
done (0) (65282 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 328 texinfos to 228
Reduced 53 texdatas to 43 (1367 bytes to 996)
Writing C:\Users\Alex\Desktop\Me and Adi’s Map\oceantest2.bsp
10 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” “C:\Users\Alex\Desktop\Me and Adi’s Map\oceantest2”

Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading c:\users\alex\desktop\me and adi’s map\oceantest2.bsp
reading c:\users\alex\desktop\me and adi’s map\oceantest2.prt
126 portalclusters
1285 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 (3)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 15793
Average clusters visible: 125
Building PAS…
Average clusters audible: 126
visdatasize:5046 compressed from 4032
writing c:\users\alex\desktop\me and adi’s map\oceantest2.bsp
3 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” “C:\Users\Alex\Desktop\Me and Adi’s Map\oceantest2”

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:\users\alex\desktop\me and adi’s map\oceantest2.bsp
Setting up ray-trace acceleration structure… Done (0.18 seconds)
11952 faces
2 degenerate faces
52399236 square feet [7545489920.00 square inches]
1 Displacements
13 Square Feet [1960.13 Square Inches]
11950 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
532658 patches after subdivision
5 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (71)
BuildVisLeafs: 0
** Executing…
** Command: Copy File
** Parameters: “C:\Users\Alex\Desktop\Me and Adi’s Map\oceantest2.bsp” “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\oceantest2.bsp”

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod” +map “oceantest2” -steam

try mat_fullbright 0 in the console also its always a good idea to post a compile log when ever something goes wrong in a map your making so someone can see if theres a problem with the compile :slight_smile:

Yeah, I’m working on posting the compile log, and how do I command mat_fullbright 0 in the console? my compile console freezes and says not responding unless your talking about in the gmod console.

Your in game console (Developer console, ~)

It didn’t do anything ;(

sry didn’t see you added the log to your 1st post :confused:
if you select all the new brushes you added the press h to hide them then do a compile does the map look ok ??

In Options> Keyboard> Advanced options; you have to turn on the developer console.

Oh, unless you mean mat_fullbright didn’t work…

Reading into this issue shows that the “zero area child patch” error in the log ends the VRAD process- causing the lighting to stop compiling.

When you say “brush” I assume you mean the structure of the oil rig. So when I selected all the objects and then pressed h and compiled, the map looked perfectly okaaay, buut the oil rig is gone :/, I’m trying to get darkness and standard lighting WITH the oil rig. <:(

can you make a seperate small level and place just the oil rig in there no water just a normal light entity with brightness at 1000 when you compile, if you still get full bright te your roblem is the oil rig and it migt be best to build a new one in the large water level :slight_smile:

mat_fullbright didn’t work sorry

Ill give this a shot.

Vrad didn’t complete. you need to recompile lighting.

How exactly do I “recompile lighting”?
I’ve been through over and over compiling with hammer.

Press f9, make sure everything is set to normal, then hit go

Yes, that’s what I have done like 20 times lol.

Probably a dumb question, but have you hit Alt+P and just checked for problems?

Yes. And when I did so, it was rather “okay” than that bright retardedness.

The oil rig seems a bit darker than usual however still can interact with light.

Honestly, I wouldn’t consider that a dumb question at all!
because uhh

So should I just do the ‘Fix all [of type]’?
EDIT: or just select all of them and fix?

the errors with hammerid you can usually fix by type but the func_button func_door and overlay i’d do one at a time just incase they face the wrong way, are the legs of the oil rig func_detail ? think there was an issue if a func_detail or func_brush was in the water if they are turn them back to normal world brushes

i know exactly what youre going through. i had the same when i made a large water map and the fix i had is as follows.

  1. go to map properties (selects everything)
  2. exit map properties and immediately select the toggle texture application
  3. with everything still selected, set the lightmap scale to 64
  4. click apply

works for me every time.

its unlikely that fixing those errors would help your lighting problem but i would do that as well to avoid further problems.

Me and my friend could finally spawn in a wiremod ai fish dupe that tries to attack us while we ‘Get to the Oil Rig’.

no problem.

btw that ai fish, that wouldnt happen to be made by a guy called autismus would it?