My problem is as stated before: All brushes in my world are not lit at
all, but the props are. Even though I have several lights in a room it
does not seem to light at all. Though the props are lit just fine. Part
of the map was lit fine in a previous compile, but now when I've added
more to it it seems to work. Ive tried both with and without the 3d
skybox I built for the map.
The compil log:
** Executing...
** Command: "d:programsteamsteamappsjohan_whirlpool@hotbrev.comsourcesdkbinvbsp.exe"
** Parameters: -game
"d:programsteamsteamappsjohan_whirlpool@hotbrev.comday of defeat
sourcedod"
"D:ProgramSteamSteamAppsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4"
Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: d:programsteamsteamappsjohan_whirlpool@hotbrev.comday of defeat sourcedodmaterials
Loading D:ProgramSteamSteamAppsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 738 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:ProgramSteamSteamAppsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day02_10rt"
Can't load skybox file skybox/sky_day02_10 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (193831 bytes)
Error! prop_static using model
"models/props_fortifications/fueldrum.mdl", which must be used on a
dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_fortifications/fueldrum.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 653 texinfos to 482
Reduced 87 texdatas to 81 (2019 bytes to 1826)
Writing D:ProgramSteamSteamAppsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4.bsp
4 seconds elapsed
** Executing...
** Command: "d:programsteamsteamappsjohan_whirlpool@hotbrev.comsourcesdkbinvvis.exe"
** Parameters: -game
"d:programsteamsteamappsjohan_whirlpool@hotbrev.comday of defeat
sourcedod"
"D:ProgramSteamSteamAppsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4"
Valve Software - vvis.exe (May 22 2006)
2 threads
reading d:programsteamsteamappsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4.bsp
reading d:programsteamsteamappsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4.prt
165 portalclusters
341 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 (0)
Optimized: 50 visible clusters (0.00%)
Total clusters visible: 7321
Average clusters visible: 44
Building PAS...
Average clusters audible: 87
visdatasize:7150 compressed from 7920
writing d:programsteamsteamappsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4.bsp
0 seconds elapsed
** Executing...
** Command: "d:programsteamsteamappsjohan_whirlpool@hotbrev.comsourcesdkbinvrad.exe"
** Parameters: -both -game
"d:programsteamsteamappsjohan_whirlpool@hotbrev.comday of defeat
sourcedod"
"D:ProgramSteamSteamAppsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading d:programsteamsteamappsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4.bsp
1914 faces
5 degenerate faces
207192 square feet [29835648.00 square inches]
117 displacements
42469 square feet [6115551.00 square inches]
1909 patches before subdivision
15004 patches after subdivision
25 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (78)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
transfers 723573, max 308
transfer lists: 5.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #4 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #6 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #8 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #9 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #10 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #11 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #12 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #13 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #14 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #15 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #16 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #17 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #18 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #19 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #20 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #21 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #22 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #23 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #24 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #25 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #26 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #27 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #28 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #29 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #30 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #31 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #32 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #33 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #34 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #35 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #36 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #37 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #38 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #39 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #40 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #41 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #42 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #43 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #44 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #45 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #46 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #47 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #48 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #49 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #50 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #51 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #52 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #53 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #54 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #55 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #56 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #57 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #58 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #59 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #60 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #61 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #62 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #63 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #64 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #65 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #66 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #67 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #68 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #69 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #70 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #71 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #72 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #73 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #74 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #75 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #76 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #77 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #78 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #79 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #80 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #81 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #82 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #83 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #84 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #85 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #86 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #87 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #88 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #89 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #90 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #91 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #92 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #93 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #94 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #95 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #96 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #97 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #98 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #99 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #100 added RGB(-1, -1, -1)
Build Patch/Sample Hash Table(s).....Done<0.0127 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models
2/1024
96/49152 ( 0.2%)
brushes
541/8192
6492/98304 ( 6.6%)
brushsides
3840/65536 30720/524288
( 5.9%)
planes
2108/65536 42160/1310720 (
3.2%)
vertexes
3551/65536 42612/786432
( 5.4%)
nodes
481/65536 15392/2097152 (
0.7%)
texinfos
482/12288 34704/884736
( 3.9%)
texdata
81/2048
2592/65536 ( 4.0%)
dispinfos
117/0
20592/0 ( 0.0%)
disp_verts
5093/0
101860/0 ( 0.0%)
disp_tris
7488/0
14976/0 ( 0.0%)
disp_lmsamples
79420/0
79420/0 ( 0.0%)
faces
1914/65536 107184/3670016 ( 2.9%)
hdr
faces
0/65536
0/3670016 ( 0.0%)
origfaces
1609/65536 90104/3670016 (
2.5%)
leaves
484/65536 15488/2097152 (
0.7%)
leaffaces
2112/65536
4224/131072 ( 3.2%)
leafbrushes
855/65536
1710/131072 ( 1.3%)
areas
2/256
16/2048 ( 0.8%)
surfedges
15741/512000 62964/2048000 ( 3.1%)
edges
9938/256000 39752/1024000 ( 3.9%)
LDR worldlights
24/8192
2112/720896 ( 0.3%)
HDR worldlights
0/8192
0/720896 ( 0.0%)
waterstrips
195/32768
1950/327680 ( 0.6%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
3885/65536
7770/131072 ( 5.9%)
cubemapsamples
0/1024
0/16384 ( 0.0%)
overlays
39/512
13728/180224 ( 7.6%)
LDR lightdata
[variable]
646364/0 ( 0.0%)
HDR lightdata
[variable]
0/0 ( 0.0%)
visdata
[variable] 7150/16777216 (
0.0%)
entdata
[variable] 15883/393216
( 4.0%)
LDR leaf ambient 484/65536 11616/1572864 ( 0.7%)
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]
1/24502 ( 0.0%)
pakfile
[variable]
20929/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics
[variable] 193831/4194304 ( 4.6%)
==== Total Win32 BSP file data space used: 1634393 bytes ====
Total triangle count: 5470
Writing d:programsteamsteamappsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4.bsp
6 minutes, 52 seconds elapsed
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading d:programsteamsteamappsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4.bsp
1914 faces
5 degenerate faces
207192 square feet [29835648.00 square inches]
117 displacements
42469 square feet [6115551.00 square inches]
1909 patches before subdivision
15004 patches after subdivision
25 direct lights
BuildFacelights: 0...1...2...3...4...5..
** Executing...
** Command: Copy File
** Parameters:
"D:ProgramSteamSteamAppsjohan_whirlpool@hotbrev.comsourcesdk_contentdodmapsrchorizon4.bsp"
"d:programsteamsteamappsjohan_whirlpool@hotbrev.comday of defeat
sourcedodmapshorizon4.bsp"
As you can see I have 100 bounce light thingys, the default maximum,
and the vrad crashed in the middle of the HDR lightning process. I
doubt that has anything to do with it though because it only does it
like half of the times.
I have seem topics of this posted before but there was no satisfying
answear to any of them. Do anyone know what I can do to make this
annoying problem go away?
...and no, I haven't used prop/model textures.
1
Re: Dark brushes, it's a bitch
Posted by Liket on Thu Oct 12th at 2:45pm 2006
Posted by Liket on Thu Oct 12th at 2:45pm 2006
Re: Dark brushes, it's a bitch
Posted by omegaslayer on Thu Oct 12th at 4:19pm 2006
these (-1, -1, -1) values lead me to believe that theres something wrong with these bounces. Which leads me further to believe that lighting is just f**ked up.
First alt-p to see if theres problems. If that comes up with nothing then id go through and check all the lighting entitys and see if theres something wrong with them. If neither of those worked, then I would check your light maps to see if there isnt something funky goign on with them.

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Thu Oct 12th at 4:19pm 2006
? quote:
Bounce #95 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #96 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #97 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #96 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #97 added RGB(-1, -1, -1)
these (-1, -1, -1) values lead me to believe that theres something wrong with these bounces. Which leads me further to believe that lighting is just f**ked up.
First alt-p to see if theres problems. If that comes up with nothing then id go through and check all the lighting entitys and see if theres something wrong with them. If neither of those worked, then I would check your light maps to see if there isnt something funky goign on with them.
omegaslayer
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Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Dark brushes, it's a bitch
Posted by Campaignjunkie on Thu Oct 12th at 8:21pm 2006

Campaignjunkie
member
1309 posts
291 snarkmarks
Registered: Feb 12th 2002
Location: West Coast, USA
Occupation: Student
Posted by Campaignjunkie on Thu Oct 12th at 8:21pm 2006
Check your 3D skybox. If you're using a big prop_static model in the 3D skybox (like the coastline model, with the mountains and stuff), it's so big it will block almost all the light from your actual level. Simply change its entity properties to cast no shadows.
Campaignjunkie
member
1309 posts
291 snarkmarks
Registered: Feb 12th 2002
Location: West Coast, USA
Occupation: Student
Re: Dark brushes, it's a bitch
Posted by reaper47 on Sat Oct 14th at 3:53pm 2006
Posted by reaper47 on Sat Oct 14th at 3:53pm 2006
"BuildFacelights: 0...1...2...3...4...5.."
I remember this one.
Did you add any non-squareish geometry to your level lately? Most important: Do you remember when the error first occured?
Arches, streched, thin or spiky brushes, maybe groups of brushes you scaled alltogether (which often causes smaller brushes in the group to be streched and squished accidently). Look for these kinds of things.
Also try hiding parts of your map, cordon compile could help you to see which parts of the map probably contain the broken brushes.
I remember this one.
Did you add any non-squareish geometry to your level lately? Most important: Do you remember when the error first occured?
Arches, streched, thin or spiky brushes, maybe groups of brushes you scaled alltogether (which often causes smaller brushes in the group to be streched and squished accidently). Look for these kinds of things.
Also try hiding parts of your map, cordon compile could help you to see which parts of the map probably contain the broken brushes.
Re: Dark brushes, it's a bitch
Posted by Liket on Sat Oct 14th at 6:41pm 2006
Posted by Liket on Sat Oct 14th at 6:41pm 2006
I started cordon things off... the tool is really handy. It seems like
it was a displacement surface that was causing all of the light
problems. So If anyone have a similar problem, remember to check your
geometry, as Reaper47 suggested!
Thx to all you guys!
Thx to all you guys!
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