Lighting issues..

Lighting issues..

Re: Lighting issues.. Posted by rdaly on Thu Dec 16th 2004 at 10:06pm
rdaly
12 posts
Posted 2004-12-16 10:06pm
rdaly
member
12 posts 1 snarkmarks Registered: Dec 12th 2004
Okay, so.. everything compiles fine, but some walls are turning up just
pitch black in-game when I test my map. Does this have to do with
lighting?

** Executing...

** Command: Change Directory

** Parameters: "C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk"

** Executing...

** Command: Copy File

** Parameters: "C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\hl2mp_sample_content\maps\dm_prison.vmf"
"C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life
2\hl2\maps\dm_prison.vmf"

** Executing...

** Command: "C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\bin\vbsp.exe"

** Parameters: -game "C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\sdkcontent"
"C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life
2\hl2\maps\dm_prison"

Valve Software - vbsp.exe (Nov 22 2004)

2 threads

materialPath: C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\sdkcontent\materials

Loading C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.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 24 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.prt...done (0)

Creating default cubemaps for env_cubemap using skybox sky_day01_09...

Run buildcubemaps in the engine to get the correct cube maps.

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) (53594 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.bsp

2 seconds elapsed

Memory leak: mempool blocks left in memory: 49

** Executing...

** Command: "C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\bin\vvis.exe"

** Parameters: -game "C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\sdkcontent"
"C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life
2\hl2\maps\dm_prison"

Valve Software - vvis.exe (Nov 22 2004)

2 threads

reading c:\program files\valve\steam\steamapps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.bsp

reading c:\program files\valve\steam\steamapps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.prt

192 portalclusters

668 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 (3)

Optimized: 39 visible clusters (0.00%)

Total clusters visible: 15223

Average clusters visible: 79

Building PAS...

Average clusters audible: 191

visdatasize:10609 compressed from 9216

writing c:\program files\valve\steam\steamapps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.bsp

3 seconds elapsed

** Executing...

** Command: "C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\bin\vrad.exe"

** Parameters: -game "C:\Program
Files\Valve\Steam\SteamApps\rtd23@drexel.edu\sourcesdk\sdkcontent"
"C:\Program Files\Valve\Steam\SteamApps\rtd23@drexel.edu\half-life
2\hl2\maps\dm_prison"

Valve Software - vrad.exe (Dec 1 2004)

----- Radiosity Simulator ----

2 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\rtd23@drexel.edu\half-life 2\hl2\maps\dm_prison.bsp

558 faces

39651 square feet [5709791.00 square inches]

0 displacements

0 square feet [0.00 square inches]

558 patches before subdivision

zero area child patch

2240 patches after subdivision

3 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)

transfers 62156, max 158

transfer lists: 0.5 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(696, 653, 572)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #2 added RGB(147, 129, 97)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #3 added RGB(30, 25, 16)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #4 added RGB(6, 5, 3)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #5 added RGB(1, 1, 0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #6 added RGB(0, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0019 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
4/1024
192/49152 ( 0.4%)

brushes
150/8192
1800/98304 ( 1.8%)

brushsides
996/65536
7968/524288 ( 1.5%)

planes
408/65536 8160/1310720
( 0.6%)

vertexes
1172/65536 14064/786432
( 1.8%)

nodes
358/65536 11456/2097152 (
0.5%)

texinfos
242/12288 17424/884736
( 2.0%)

texdata
31/2048
992/65536 ( 1.5%)

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
558/65536 31248/3670016 (
0.9%)

origfaces
424/65536 23744/3670016 (
0.6%)

leaves
363/65536 20328/3670016 (
0.6%)

leaffaces
833/65536
1666/131072 ( 1.3%)

leafbrushes
309/65536
618/131072 ( 0.5%)

surfedges
4624/512000 18496/2048000 ( 0.9%)

edges
2897/256000 11588/1024000 ( 1.1%)

worldlights
3/8192
264/720896 ( 0.0%)

waterstrips
74/32768
740/327680 ( 0.2%)

waterverts
0/65536
0/786432 ( 0.0%)

waterindices
1740/65536
3480/131072 ( 2.7%)

cubemapsamples
9/1024
144/16384 ( 0.9%)

overlays
0/512
0/180224 ( 0.0%)

lightdata
[variable]
156520/0 ( 0.0%)

visdata
[variable] 10609/16777216 ( 0.1%)

entdata
[variable]
2147/393216 ( 0.5%)

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]
1/272 ( 0.4%)

pakfile
[variable]
93893/0 ( 0.0%)

Win32 Specific Data:

physics
[variable] 53594/4194304 (
1.3%)

Total Win32 BSP file data space used: 491137 bytes

Linux Specific Data:

physicssurface
[variable]
0/6291456 ( 0.0%)

Total Linux BSP file data space used: 437543 bytes

Total triangle count: 1824
Re: Lighting issues.. Posted by Tracer Bullet on Thu Dec 16th 2004 at 10:21pm
Tracer Bullet
2271 posts
Posted 2004-12-16 10:21pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Is the overall lighting very dim? There is likely a threshold lighting value below which a face will simply be rendered black. If this is the case, you could try either just increasing the intensity of your lighting, or setting a global ambient light value in the "map properties dialog" to some low, but acceptable level.

Maybe you should post a screen of the problem.
Re: Lighting issues.. Posted by omegaslayer on Fri Dec 17th 2004 at 1:17am
omegaslayer
2481 posts
Posted 2004-12-17 1:17am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
May be asking the obvious, but do you have any light entities in your map?
Re: Lighting issues.. Posted by rdaly on Fri Dec 17th 2004 at 1:30am
rdaly
12 posts
Posted 2004-12-17 1:30am
rdaly
member
12 posts 1 snarkmarks Registered: Dec 12th 2004
I do indeed have 4 spotlights that are closer to the ceiling than the
wall brushes that aren't being lit, so as soon as I get home I'm going
to try making everything a bit more bright, :smile: Thanks for the replies.

Edit: As you can see below, i've put like 5 lights in the room, but those brushes are still black..what's going on?
Re: Lighting issues.. Posted by rdaly on Fri Dec 17th 2004 at 5:33am
rdaly
12 posts
Posted 2004-12-17 5:33am
rdaly
member
12 posts 1 snarkmarks Registered: Dec 12th 2004
User posted image
Re: Lighting issues.. Posted by Tracer Bullet on Fri Dec 17th 2004 at 5:57am
Tracer Bullet
2271 posts
Posted 2004-12-17 5:57am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Yes. Well. Obveously my suggestion was incorrect. I've no idea what's going on there.
Re: Lighting issues.. Posted by SaintGreg on Fri Dec 17th 2004 at 6:52am
SaintGreg
212 posts
Posted 2004-12-17 6:52am
212 posts 51 snarkmarks Registered: Dec 3rd 2004
Weird. Maybe post the rmf to see if that gives up any clues?
Re: Lighting issues.. Posted by Cassius on Fri Dec 17th 2004 at 7:29am
Cassius
1989 posts
Posted 2004-12-17 7:29am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
Try changing the textures on the black brushes.
Re: Lighting issues.. Posted by synax on Fri Dec 17th 2004 at 4:00pm
synax
16 posts
Posted 2004-12-17 4:00pm
synax
member
16 posts 2 snarkmarks Registered: Dec 16th 2004
Did you happen to apply textures to your brushes, and then change your brush dimensions? I believe this causes the blackness you're experiencing, but it's pure speculation on my part.

If this is the case, then I believe reapply the textures to your brushes should fix the problem. I'm actually having the exact same problem with a map I'm currently working on, but I have yet to try my own solution :wink:
Re: Lighting issues.. Posted by synax on Fri Dec 17th 2004 at 8:40pm
synax
16 posts
Posted 2004-12-17 8:40pm
synax
member
16 posts 2 snarkmarks Registered: Dec 16th 2004
Well, my suggested solution doesn't work.

I'm still working on the issue, and I'll post the solution here if I ever find it.
Re: Lighting issues.. Posted by Leperous on Fri Dec 17th 2004 at 11:41pm
Leperous
3382 posts
Posted 2004-12-17 11:41pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
How about running buildcubemaps in the console (seeing as you've apparently placed some env_cubemaps) and letting us know if the problem persists?
Re: Lighting issues.. Posted by MeatStick on Sat Dec 18th 2004 at 3:57am
MeatStick
37 posts
Posted 2004-12-18 3:57am
37 posts 4 snarkmarks Registered: Dec 6th 2004 Location: USA
Did Leperous suggestion get it? If not, do the textures you are using on those brushes happen to be model or prop textures? I've seen some very strange results from trying to use those textures, and we're not supposed to anyway I don't think. From what I've seen, flying around looking at textures (that are model or prop textures and not normal structure textures) from certain angles makes them go entirely black.
Re: Lighting issues.. Posted by omegaslayer on Sat Dec 18th 2004 at 4:20am
omegaslayer
2481 posts
Posted 2004-12-18 4:20am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
The picture looks like it has the tool/black texture applied, or even the tools/nodraw texture.
Re: Lighting issues.. Posted by rdaly on Sat Dec 18th 2004 at 6:08am
rdaly
12 posts
Posted 2004-12-18 6:08am
rdaly
member
12 posts 1 snarkmarks Registered: Dec 12th 2004
Well, I basically re-made some of the brushes and it worked...but only
on some, and not others. These do not have black or nodraw textures on
them, I'd be an idiot if I did that, :\

Runnin buildcubemaps does nothing, and deleting my cubemaps and recompiling does nothing.

This is beyond frustrating. I have a feeling my card is overheating.
I'm going to try running the map again tomorrow when its not so hot.
Re: Lighting issues.. Posted by synax on Sat Dec 18th 2004 at 3:01pm
synax
16 posts
Posted 2004-12-18 3:01pm
synax
member
16 posts 2 snarkmarks Registered: Dec 16th 2004
I also tried running <span style="font-family: courier;">buildcubemaps<span style="font-family: verdana;">
to no avail. I haven't even placed any cubemaps, but the console
complains about a few of them anyway. The textures I'm using aren't prop
nor are they model textures.

It's very strange. I'll be playing around some more and I'll post my findings. If I can't figure it out, I'll post the VMF.

Oh, and here are the console errors I get when trying to start the level:

env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tilefloor011a<br style="font-family: courier; color: red;">
<span style="font-family: courier; color: red;">env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/plasterwall043d

<span style="color: white;">Then after executing buildcubemaps, I get the same errors.

I've rebuilt the map (if rebuilt means recompiled...) just to get the
same errors. The funny thing is, it doesn't complain about the texture
I've used on the ceiling, but it doesn't show that one either. The only
thing that's visible is the prop_static light fixture I've used.

</span>
</span></span></span>
Re: Lighting issues.. Posted by synax on Sat Dec 18th 2004 at 3:59pm
synax
16 posts
Posted 2004-12-18 3:59pm
synax
member
16 posts 2 snarkmarks Registered: Dec 16th 2004
As it turns out, my problem is an (unresolved) lighting issue. The
textures are all there, but it's so damn dark that they can't be seen,
which means I don't understand my lighting setup.

My suggestion to you, rdaly, is to load up your level and enter in <span style="font-family: courier;">mat_fullbright 1 and see what happens. If your textures remain black after that, then it's definately not a lighting issue.</span>
Re: Lighting issues.. Posted by rdaly on Mon Dec 20th 2004 at 3:06am
rdaly
12 posts
Posted 2004-12-20 3:06am
rdaly
member
12 posts 1 snarkmarks Registered: Dec 12th 2004
Well, I put in that command and the brushes were NOT black anymore...crazy s**t, lol. ::cries:: what the f**k, mate? lol