Strange lighting issue on ceilings.
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Quote
Re: Strange lighting issue on ceilings.
Posted by bioweapon on Tue Feb 21st at 2:47am 2006


Okay, I made a map. It compiles fine. I have lights, light_spots, and light_environment in my map, in addition to cubemaps. There are no compile errors whatsoever. It compiles perfectly, but when I get in-game to test it, the spawn area looks great. Then I go into the hallways or this other room and the ceilings are either black, oddly lit, flicker with movement, or flicker with gunshots (in certain random directions). Here's a screenshot of one of the ceilings:

There is a light entity right in the center (not in the ceiling) and see what it does to the ceiling? From a different direction, the ceiling is completely black. And if I shoot certain directions or shoot at it, it changes brightness. I'm so confused. I thought it was a model, so I removed that. Then I figured it needed a cubemap, so I put one... I've repositioned the light. I can't think of what else to do that I haven't already done.

Thanks for reading, and thanks for the help (if you're able to help ><)




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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.




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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"





Quote
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.




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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_




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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.




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Re: Strange lighting issue on ceilings.
Posted by CLs on Tue Feb 21st at 4:17am 2006


I am pretty sure there is a way to convert a model texture for use as a normal texture. I believe it involves editing the VMT related to that texture, but in what way I dont know. (Someone around here does...)

_CLs_





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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
DVS Administration
http://www.dvstudio-production.com/




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