Re: Strange lighting issue on ceilings.
Posted by Addicted to Morphine on Tue Feb 21st at 2:52am 2006
Even though you say it compiles perfectly, could you post the compile log? It seems like the only place to start.

Addicted to Morphine
member
3012 posts
411 snarkmarks
Registered: Feb 15th 2005
Re: Strange lighting issue on ceilings.
Posted by bioweapon on Tue Feb 21st at 2:55am 2006
Actually, I noticed one small issue. I'll bold it for you. Oh yes, and
it shouldn't be a big deal because I'm using buildcubemap in-game
anyway.
** Executing...
** Command: "c:program filesvalvesteamsteamappsnih@cywh.comsourcesdkbinvbsp.exe"
** Parameters: -game "c:program
filesvalvesteamsteamappsnih@cywh.comhalf-life 2 deathmatchhl2mp"
"C:Program
FilesValveSteamSteamAppsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab"
Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsnih@cywh.comhalf-life 2 deathmatchhl2mpmaterials
Loading C:Program FilesValveSteamSteamAppsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab.vmf
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 FilesValveSteamSteamAppsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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 (0) (111458 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (111458 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.
Compacting texture/material tables...
Reduced 270 texinfos to 139
Reduced 49 texdatas to 43 (1674 bytes to 1263)
Writing C:Program FilesValveSteamSteamAppsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 4
** Executing...
** Command: "c:program filesvalvesteamsteamappsnih@cywh.comsourcesdkbinvvis.exe"
** Parameters: -game "c:program
filesvalvesteamsteamappsnih@cywh.comhalf-life 2 deathmatchhl2mp"
"C:Program
FilesValveSteamSteamAppsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab"
Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:program filesvalvesteamsteamappsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab.bsp
reading c:program filesvalvesteamsteamappsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab.prt
371 portalclusters
855 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 (8)
Optimized: 231 visible clusters (0.00%)
Total clusters visible: 38532
Average clusters visible: 103
Building PAS...
Average clusters audible: 255
visdatasize:30919 compressed from 35616
writing c:program filesvalvesteamsteamappsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab.bsp
8 seconds elapsed
** Executing...
** Command: "c:program filesvalvesteamsteamappsnih@cywh.comsourcesdkbinvrad.exe"
** Parameters: -game "c:program
filesvalvesteamsteamappsnih@cywh.comhalf-life 2 deathmatchhl2mp"
"C:Program
FilesValveSteamSteamAppsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:program filesvalvesteamsteamappsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab.bsp
1286 faces
63599 square feet [9158320.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1286 patches before subdivision
8148 patches after subdivision
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 666291, max 334
transfer lists: 5.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(10200, 9836, 3697)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1721, 1599, 596)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(282, 257, 89)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(48, 43, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(8, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0068 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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
2/1024
96/49152 ( 0.2%)
brushes
306/8192
3672/98304 ( 3.7%)
brushsides
2258/65536 18064/524288
( 3.4%)
planes
1004/65536 20080/1310720 (
1.5%)
vertexes
2182/65536 26184/786432
( 3.3%)
nodes
778/65536 24896/2097152 (
1.2%)
texinfos
139/12288 10008/884736
( 1.1%)
texdata
43/2048
1376/65536 ( 2.1%)
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
1286/65536 72016/3670016 (
2.0%)
origfaces
794/65536 44464/3670016 (
1.2%)
leaves
781/65536 24992/2097152 (
1.2%)
leaffaces
1479/65536
2958/131072 ( 2.3%)
leafbrushes
675/65536
1350/131072 ( 1.0%)
areas
2/256
16/2048 ( 0.8%)
surfedges
9143/512000 36572/2048000 ( 1.8%)
edges
5510/256000 22040/1024000 ( 2.2%)
LDR worldlights
11/8192
968/720896 ( 0.1%)
HDR worldlights
0/8192
0/720896 ( 0.0%)
waterstrips
100/32768
1000/327680 ( 0.3%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
1596/65536
3192/131072 ( 2.4%)
cubemapsamples
3/1024
48/16384 ( 0.3%)
overlays
14/512
4928/180224 ( 2.7%)
LDR lightdata
[variable]
292484/0 ( 0.0%)
HDR lightdata
[variable]
0/0 ( 0.0%)
visdata
[variable] 30919/16777216 ( 0.2%)
entdata
[variable]
5306/393216 ( 1.3%)
LDR leaf ambient 781/65536 18744/1572864 ( 1.2%)
HDR leaf ambient
0/65536
0/1572864 ( 0.0%)
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]
1/1910 ( 0.1%)
pakfile
[variable]
32750/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 111458/4194304 ( 2.7%)
==== Total Win32 BSP file data space used: 810583 bytes ====
Linux Specific Data:
physicssurface [variable] 111458/6291456 ( 1.8%)
==== Total Linux BSP file data space used: 810583 bytes ====
Total triangle count: 3433
Writing c:program filesvalvesteamsteamappsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab.bsp
13 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Program
FilesValveSteamSteamAppsnih@cywh.comsourcesdk_contenthl2mapsrcor_lab.bsp"
"c:program filesvalvesteamsteamappsnih@cywh.comhalf-life 2
deathmatchhl2mpmapsor_lab.bsp"

bioweapon
member
9 posts
1 snarkmarks
Registered: Oct 28th 2005
Re: Strange lighting issue on ceilings.
Posted by Addicted to Morphine on Tue Feb 21st at 3:01am 2006
Yeah that cubemaps message isn't an issue.
I'm not sure what to tell you... I didn't spot anything that stands out.
Are you using texture lighting? It says "
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']" and I'm not sure if that could be it.
Maybe someone else will know.

Addicted to Morphine
member
3012 posts
411 snarkmarks
Registered: Feb 15th 2005
Re: Strange lighting issue on ceilings.
Posted by CLs on Tue Feb 21st at 3:15am 2006
Are using a texture on those ceilings that is intended for a model (Indicated by /model/texturename or /props/texturename in the model browser) as the anomailes you describe seem to coinside with a model texture being used.
_CLs_
CLs
member
66 posts
7 snarkmarks
Registered: Mar 17th 2005
Location: Canada
Occupation: Student
Re: Strange lighting issue on ceilings.
Posted by bioweapon on Tue Feb 21st at 3:22am 2006
Wow... Now I feel like a retard for not noticing. In fact, I tried
changing the texture before, but I changed it to another model texture!
I figured since it lists them, they're okay to use. But I was wrong.
Thanks for the solution... Although I'm not that happy about it. There
were some good textures.

bioweapon
member
9 posts
1 snarkmarks
Registered: Oct 28th 2005
Re: Strange lighting issue on ceilings.
Posted by Dark_Kilauea on Tue Feb 21st at 4:36am 2006
Simply copy the vmt, rename it, and replace the first line with lightmapped_generic(I believe)

Dark_Kilauea
member
629 posts
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Registered: Apr 15th 2005
Location: USA
Occupation: Fast Food