Dark brushes, it's a bitch

Dark brushes, it's a bitch

Re: Dark brushes, it's a bitch Posted by Liket on Thu Oct 12th 2006 at 2:45pm
Liket
2 posts
Posted 2006-10-12 2:45pm
Liket
member
2 posts 0 snarkmarks Registered: Oct 12th 2006 Occupation: Tool Location: Sweden
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:\program\steam\steamapps\johan_whirlpool@hotbrev.com\sourcesdk\bin\vbsp.exe"

** Parameters: -game
"d:\program\steam\steamapps\johan_whirlpool@hotbrev.com\day of defeat
source\dod"
"D:\Program\Steam\SteamApps\johan_whirlpool@hotbrev.com\sourcesdk_content\dod\mapsrc\horizon4"

Valve Software - vbsp.exe (Aug 4 2006)

2 threads

materialPath: d:\program\steam\steamapps\johan_whirlpool@hotbrev.com\day of defeat source\dod\materials

Loading D:\Program\Steam\SteamApps\johan_whirlpool@hotbrev.com\sourcesdk_content\dod\mapsrc\horizon4.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:\Program\Steam\SteamApps\johan_whirlpool@hotbrev.com\sourcesdk_content\dod\mapsrc\horizon4.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:\Program\Steam\SteamApps\johan_whirlpool@hotbrev.com\sourcesdk_content\dod\mapsrc\horizon4.bsp

4 seconds elapsed

** Executing...

** Command: "d:\program\steam\steamapps\johan_whirlpool@hotbrev.com\sourcesdk\bin\vvis.exe"

** Parameters: -game
"d:\program\steam\steamapps\johan_whirlpool@hotbrev.com\day of defeat
source\dod"
"D:\Program\Steam\SteamApps\johan_whirlpool@hotbrev.com\sourcesdk_content\dod\mapsrc\horizon4"

Valve Software - vvis.exe (May 22 2006)

2 threads

reading d:\program\steam\steamapps\johan_whirlpool@hotbrev.com\sourcesdk_content\dod\mapsrc\horizon4.bsp

reading d:\program\steam\steamapps\johan_whirlpool@hotbrev.com\sourcesdk_content\dod\mapsrc\horizon4.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:\program\steam\steamapps\johan_whirlpool@hotbrev.com\sourcesdk_content\dod\mapsrc\horizon4.bsp

0 seconds elapsed

** Executing...

** Command: "d:\program\steam\steamapps\johan_whirlpool@hotbrev.com\sourcesdk\bin\vrad.exe"

** Parameters: -both -game
"d:\program\steam\steamapps\johan_whirlpool@hotbrev.com\day of defeat
source\dod"
"D:\Program\Steam\SteamApps\johan_whirlpool@hotbrev.com\sourcesdk_content\dod\mapsrc\horizon4"

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:\program\steam\steamapps\johan_whirlpool@hotbrev.com\sourcesdk_content\dod\mapsrc\horizon4.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)

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Bounce #50 added RGB(-1, -1, -
Re: Dark brushes, it's a bitch Posted by omegaslayer on Thu Oct 12th 2006 at 4:19pm
omegaslayer
2481 posts
Posted 2006-10-12 4:19pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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)
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.
Posting And You
Re: Dark brushes, it's a bitch Posted by Campaignjunkie on Thu Oct 12th 2006 at 8:21pm
Campaignjunkie
1309 posts
Posted 2006-10-12 8:21pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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.
Re: Dark brushes, it's a bitch Posted by reaper47 on Sat Oct 14th 2006 at 3:53pm
reaper47
2827 posts
Posted 2006-10-14 3:53pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
"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.
Re: Dark brushes, it's a bitch Posted by Liket on Sat Oct 14th 2006 at 6:41pm
Liket
2 posts
Posted 2006-10-14 6:41pm
Liket
member
2 posts 0 snarkmarks Registered: Oct 12th 2006 Occupation: Tool Location: Sweden
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!