Strange lighting issue on ceilings.

Strange lighting issue on ceilings.

Re: Strange lighting issue on ceilings. Posted by bioweapon on Tue Feb 21st 2006 at 2:47am
bioweapon
9 posts
Posted 2006-02-21 2:47am
9 posts 1 snarkmarks Registered: Oct 28th 2005
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:

User posted image

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 ><)
Re: Strange lighting issue on ceilings. Posted by Addicted to Morphine on Tue Feb 21st 2006 at 2:52am
Posted 2006-02-21 2:52am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Even though you say it compiles perfectly, could you post the compile log? It seems like the only place to start.
Re: Strange lighting issue on ceilings. Posted by bioweapon on Tue Feb 21st 2006 at 2:55am
bioweapon
9 posts
Posted 2006-02-21 2:55am
9 posts 1 snarkmarks Registered: Oct 28th 2005
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 files\valve\steam\steamapps\nih@cywh.com\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\nih@cywh.com\half-life 2 deathmatch\hl2mp"
"C:\Program
Files\Valve\Steam\SteamApps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_lab"

Valve Software - vbsp.exe (Jan 2 2006)

1 threads

materialPath: c:\program files\valve\steam\steamapps\nih@cywh.com\half-life 2 deathmatch\hl2mp\materials

Loading C:\Program Files\Valve\Steam\SteamApps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_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 Files\Valve\Steam\SteamApps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_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 Files\Valve\Steam\SteamApps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_lab.bsp

2 seconds elapsed

Memory leak: mempool blocks left in memory: 4

** Executing...

** Command: "c:\program files\valve\steam\steamapps\nih@cywh.com\sourcesdk\bin\vvis.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\nih@cywh.com\half-life 2 deathmatch\hl2mp"
"C:\Program
Files\Valve\Steam\SteamApps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_lab"

Valve Software - vvis.exe (Jan 2 2006)

1 threads

reading c:\program files\valve\steam\steamapps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_lab.bsp

reading c:\program files\valve\steam\steamapps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_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 files\valve\steam\steamapps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_lab.bsp

8 seconds elapsed

** Executing...

** Command: "c:\program files\valve\steam\steamapps\nih@cywh.com\sourcesdk\bin\vrad.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\nih@cywh.com\half-life 2 deathmatch\hl2mp"
"C:\Program
Files\Valve\Steam\SteamApps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_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 files\valve\steam\steamapps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_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 files\valve\steam\steamapps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_lab.bsp

13 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "C:\Program
Files\Valve\Steam\SteamApps\nih@cywh.com\sourcesdk_content\hl2\mapsrc\or_lab.bsp"
"c:\program files\valve\steam\steamapps\nih@cywh.com\half-life 2
deathmatch\hl2mp\maps\or_lab.bsp"
Re: Strange lighting issue on ceilings. Posted by Addicted to Morphine on Tue Feb 21st 2006 at 3:01am
Posted 2006-02-21 3:01am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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.
Re: Strange lighting issue on ceilings. Posted by CLs on Tue Feb 21st 2006 at 3:15am
CLs
66 posts
Posted 2006-02-21 3:15am
CLs
member
66 posts 7 snarkmarks Registered: Mar 17th 2005 Occupation: Student Location: Canada
<span style="color: white;">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
</span>
Re: Strange lighting issue on ceilings. Posted by bioweapon on Tue Feb 21st 2006 at 3:22am
bioweapon
9 posts
Posted 2006-02-21 3:22am
9 posts 1 snarkmarks Registered: Oct 28th 2005
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.
Re: Strange lighting issue on ceilings. Posted by CLs on Tue Feb 21st 2006 at 4:17am
CLs
66 posts
Posted 2006-02-21 4:17am
CLs
member
66 posts 7 snarkmarks Registered: Mar 17th 2005 Occupation: Student Location: Canada
<SPAN style="COLOR: white">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... :rolleyes: )

CLs

</SPAN>
Re: Strange lighting issue on ceilings. Posted by Dark_Kilauea on Tue Feb 21st 2006 at 4:36am
Dark_Kilauea
629 posts
Posted 2006-02-21 4:36am
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
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/