No vis information, direct lighting only.
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Quote
Re: No vis information, direct lighting only.
Posted by Livett on Fri Jan 7th at 8:39pm 2005


When I compile my map I get the error 'No vis information, direct lighting only.' but I have no leaks, lots of lights, I run VIS on normal.

My map worked fine until I reated the whole island it was on with a displaced surface surrounded by water... could be the problem, I don't know





Quote
Re: No vis information, direct lighting only.
Posted by Orpheus on Fri Jan 7th at 8:51pm 2005


lemme see now, if i recall it clearly states to post the compile log in the "New Topic" search area.. hmmm unless its all in black text i don't see it

there are only a few reasons vis fails (or used to be) but the key to solving it is the compile log.. help us, to help you. not reading instructions does not encourage anyone to help very often :/

[addsig]




Quote
Re: No vis information, direct lighting only.
Posted by Livett on Fri Jan 7th at 8:54pm 2005


I didn't post the compile log coz tbh... I am usually good at fixing problems and I couldn't see anything wrong with the compile log except that.

My brother compiled the map first for me:


materialPath: c:program filesvalvesteamsteamappsdca10ae2b861fb3582e7978aef91228bcounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsdca10ae2b861fb3582e7978aef91228bcounter-strike sourcecstrikemapscs_alcatraz.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity light_environment (-297.00 -768.00 480.00) leaked!
Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (1)
Find Visible Detail Sides...
Merged 358 detail faces... done (1)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
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 (2) (1093584 bytes)
Building Physics collision data...
done (1) (1171668 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Water found with no water_lod_control entity, creating a default one.
Writing C:Program FilesValveSteamSteamAppsdca10ae2b861fb3582e7978aef91228bcounter-strike sourcecstrikemapscs_alcatraz.bsp
17 seconds elapsed


1 threads
reading c:program filesvalvesteamsteamappsdca10ae2b861fb3582e7978aef91228bcounter-strike sourcecstrikemapscs_alcatraz.bsp
reading c:program filesvalvesteamsteamappsdca10ae2b861fb3582e7978aef91228bcounter-strike sourcecstrikemapscs_alcatraz.prt
LoadPortals: couldn't read c:program filesvalvesteamsteamappsdca10ae2b861fb3582e7978aef91228bcounter-strike sourcecstrikemapscs_alcatraz.prt


[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsdca10ae2b861fb3582e7978aef91228bcounter-strike sourcecstrikemapscs_alcatraz.bsp
No vis information, direct lighting only.
14272 faces
3640744 square feet [524267136.00 square inches]
1 displacements
420322 square feet [60526452.00 square inches]
92 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Build Patch/Sample Hash Table(s)..... Done<0.1917 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 256/1024 12288/49152 (25.0%)
brushes 2460/8192 29520/98304 (30.0%)
brushsides 18711/65536 149688/524288 (28.6%)
planes 4222/65536 84440/1310720 ( 6.4%)
vertexes 21107/65536 253284/786432 (32.2%)
nodes 5229/65536 167328/2097152 ( 8.0%)
texinfos 1908/12288 137376/884736 (15.5%)
texdata 86/2048 2752/65536 ( 4.2%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 62664/0 62664/0 ( 0.0%)
faces 14272/65536 799232/3670016 (21.8%)
origfaces 9779/65536 547624/3670016 (14.9%)
leaves 5486/65536 307216/3670016 ( 8.4%)
leaffaces 16573/65536 33146/131072 (25.3%)
leafbrushes 4083/65536 8166/131072 ( 6.2%)
surfedges 109281/512000 437124/2048000 (21.3%)
edges 67762/256000 271048/1024000 (26.5%)
worldlights 92/8192 8096/720896 ( 1.1%)
waterstrips 2638/32768 26380/327680 ( 8.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 44937/65536 89874/131072 (68.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 45/512 15840/180224 ( 8.8%)
lightdata [variable] 8711164/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 284906/393216 (72.5%)
occluders 8/0 320/0 ( 0.0%)
occluder polygons 16/0 192/0 ( 0.0%)
occluder vert ind 64/0 256/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/23906 ( 0.0%)
pakfile [variable] 21173/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 1093584/4194304 (26.1%)
==== Total Win32 BSP file data space used: 13561663 bytes ====

Linux Specific Data:
physicssurface [variable] 1171668/6291456 (18.6%)
==== Total Linux BSP file data space used: 13639747 bytes ====

Total triangle count: 41561
Writing c:program filesvalvesteamsteamappsdca10ae2b861fb3582e7978aef91228bcounter-strike sourcecstrikemapscs_alcatraz.bsp
20 minutes, 2 seconds elapsed

Then I started compiling to check if I had the same problem:


materialPath: c:program filesvalvesteamsteamappsttevilcounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrccs_alcatraz.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity light_environment (-297.00 -768.00 480.00) leaked!
Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (1)
Find Visible Detail Sides...
Merged 358 detail faces... done (1)
Merging details... done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (6)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
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 (3) (1093584 bytes)
Building Physics collision data...
done (2) (1171668 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Water found with no water_lod_control entity, creating a default one.
Writing C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrccs_alcatraz.bsp
1 minute, 13 seconds elapsed


1 threads
reading c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrccs_alcatraz.bsp
reading c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrccs_alcatraz.prt
LoadPortals: couldn't read c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrccs_alcatraz.prt


[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrccs_alcatraz.bsp
No vis information, direct lighting only.
14272 faces
3640744 square feet [524267136.00 square inches]
1 displacements
420322 square feet [60526452.00 square inches]
92 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . .





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Re: No vis information, direct lighting only.
Posted by Orpheus on Fri Jan 7th at 9:01pm 2005


assuming again i am wrong.. i read the word "leaked" at least twice before the words:

? quote:
No vis information, direct lighting only.

compiles go in order, if lights failed the error is before rad.

assuming, i am wrong.

[addsig]




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Re: No vis information, direct lighting only.
Posted by Rof on Fri Jan 7th at 9:01pm 2005


See the fifth and sixth lines of your compile log? You have a leak. You need to fix it before lighting will work properly.




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Re: No vis information, direct lighting only.
Posted by Leperous on Fri Jan 7th at 9:05pm 2005


Yes, the part which says **** leaked **** is the giveaway You might also notice that VIS ISN'T being run as a result...



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Re: No vis information, direct lighting only.
Posted by Livett on Fri Jan 7th at 9:06pm 2005


Sorry... my bad, i'm very tired.

Can't believe I missed it.





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Re: No vis information, direct lighting only.
Posted by Livett on Fri Jan 7th at 9:06pm 2005


Also no need to rub it in.





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Re: No vis information, direct lighting only.
Posted by Orpheus on Fri Jan 7th at 9:08pm 2005


the only reason i didn't make it yellow is, i was told twice now that leaks in HL2 sometimes are not an issue.

i was not rubbing it in.

[addsig]




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Re: No vis information, direct lighting only.
Posted by Livett on Fri Jan 7th at 9:11pm 2005


I was only joking...



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Re: No vis information, direct lighting only.
Posted by omegaslayer on Fri Jan 7th at 9:15pm 2005


? quote:
the only reason i didn't make it yellow is, i was told twice now that leaks in HL2 sometimes are not an issue.

i was not rubbing it in.


Memory leaks are not the issue, its the genuine leak, what you want to look for is ****leaked***** the memory leak has to do with Windows XP, so it is ignored when we see memoryleak:49 or something like that.
[addsig]




Quote
Re: No vis information, direct lighting only.
Posted by Orpheus on Fri Jan 7th at 9:20pm 2005


? quoting omegaslayer


Memory leaks are not the issue, its the genuine leak, what you want to look for is ****leaked***** the memory leak has to do with Windows XP, so it is ignored when we see memoryleak:49 or something like that.

see, i missed this part of class i guess, cause no where have i read this mentioned before.

thanx ol man

[addsig]





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