Lighting problems

Lighting problems

Re: Lighting problems Posted by Senshi on Sun Jun 26th 2005 at 8:44pm
Senshi
51 posts
Posted 2005-06-26 8:44pm
Senshi
member
51 posts 15 snarkmarks Registered: Dec 14th 2004 Occupation: Barman Location: UK
Hi there, my problem is that when i compile and run my map, the
lighting seems to change brightness depending on where i am. For
example; the light_environment seems to be darker if i am in the
shade, even though it should not appear to change at all. It is quite
hard to explain so here are some pictures:

http://photobucket.com/albums/v290/-senshi-/HL2%20Mapping/

The same thing happens with indoor light_spot entities too, it
seems that i have to be within a cretain range of them in order to see
the light's full effect.

I am certain that this is a problem with my map, not my computer, as
compiling sdk_dm_lockdown does not have any of these problems. The
strange thing is that i have given the lights in my map amost the exact
same properties as some of the lights in lockdown.

Here is a compile log:

** Executing...

** Command: "c:\program files\valve\steam\steamapps\senshi_mark\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp"
"C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life 2
deathmatch\hl2mp\maps\Hang_em_high"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\materials

Loading C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.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 (1)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.prt...done (0)

Creating default cubemaps for env_cubemap using skybox sky_wasteland02...

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) (98727 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (0) (98727 bytes)

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

Writing C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.bsp

3 seconds elapsed

Memory leak: mempool blocks left in memory: 48

Memory leak: mempool blocks left in memory: 3

** Executing...

** Command: "c:\program files\valve\steam\steamapps\senshi_mark\sourcesdk\bin\vvis.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp"
-fast "C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life 2
deathmatch\hl2mp\maps\Hang_em_high"

Valve Software - vvis.exe (Dec 15 2004)

fastvis = true

1 threads

reading c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.bsp

reading c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.prt

630 portalclusters

2510 numportals

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

WARNING: Cluster portals saw into cluster

Optimized: 1178 visible clusters (0.00%)

Total clusters visible: 391869

Average clusters visible: 622

Building PAS...

Average clusters audible: 630

visdatasize:104535 compressed from 100800

writing c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.bsp

8 seconds elapsed

** Executing...

** Command: "c:\program files\valve\steam\steamapps\senshi_mark\sourcesdk\bin\vrad.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp"
-noextra "C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life
2 deathmatch\hl2mp\maps\Hang_em_high"

Valve Software - vrad.exe (Mar 8 2005)

----- Radiosity Simulator ----

1 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.bsp

1670 faces

208489 square feet [30022466.00 square inches]

0 displacements

0 square feet [0.00 square inches]

1670 patches before subdivision

zero area child patch

zero area child patch

14462 patches after subdivision

20 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (28)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)

transfers 736032, max 206

transfer lists: 5.6 megs

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

Bounce #1 added RGB(73282, 74837, 65260)

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

Bounce #2 added RGB(10278, 10109, 8236)

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

Bounce #3 added RGB(1307, 1254, 1003)

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

Bounce #4 added RGB(198, 186, 145)

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

Bounce #5 added RGB(32, 30, 23)

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

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

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 (0)

Bounce #8 added RGB(0, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0293 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
14/1024
672/49152 ( 1.4%)

brushes
275/8192
3300/98304 ( 3.4%)

brushsides
2173/65536 17384/524288
( 3.3%)

planes
1822/65536 36440/1310720 (
2.8%)

vertexes
3470/65536 41640/786432
( 5.3%)

nodes
1072/65536 34304/2097152 (
1.6%)

texinfos
284/12288 20448/884736
( 2.3%)

texdata
23/2048
736/65536 ( 1.1%)

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
1670/65536 93520/3670016 (
2.5%)

origfaces
888/65536 49728/3670016 (
1.4%)

leaves
1087/65536 60872/3670016 (
1.7%)

leaffaces
1985/65536
3970/131072 ( 3.0%)

leafbrushes
564/65536
1128/131072 ( 0.9%)

surfedges
11613/512000 46452/2048000 ( 2.3%)

edges
6734/256000 26936/1024000 ( 2.6%)

worldlights
20/8192
1760/720896 ( 0.2%)

waterstrips
200/32768
2000/327680 ( 0.6%)

waterverts
0/65536
0/786432 ( 0.0%)

waterindices
3321/65536
6642/131072 ( 5.1%)

cubemapsamples
32/1024
512/16384 ( 3.1%)

overlays
0/512
0/180224 ( 0.0%)

lightdata
[variable]
755488/0 ( 0.0%)

visdata
[variable] 104535/16777216 ( 0.6%)

entdata
[variable]
9780/393216 ( 2.5%)

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]
1/1388 ( 0.1%)

pakfile
[variable]
90639/0 ( 0.0%)

Win32 Specific Data:

physics
[variable] 98727/4194304 (
2.4%)

Total Win32 BSP file data space used: 1507615 bytes

Linux Specific Data:

physicssurface
[variable] 98727/6291456 (
1.6%)

Total Linux BSP file data space used: 1507615 bytes

Total triangle count: 4746

Writing c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.bsp

52 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "C:\Program
Files\Valve\Steam\SteamApps\senshi_mark\half-life 2
deathmatch\hl2mp\maps\Hang_em_high.bsp" "c:\program
files\valve\steam\steamapps\senshi_mark\half-life 2
deathmatch\hl2mp\maps\Hang_em_high.bsp"

Any help would be much appreciated (Yes it is a copy of Han 'Em High from Halo)
Re: Lighting problems Posted by Orpheus on Sun Jun 26th 2005 at 8:48pm
Orpheus
13860 posts
Posted 2005-06-26 8:48pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
You cannot post a link to your private folder. you must post links to said images.. Preferably optimized images..

unless, you would grant us your password :biggrin:

The best things in life, aren't things.
Re: Lighting problems Posted by Senshi on Sun Jun 26th 2005 at 8:58pm
Senshi
51 posts
Posted 2005-06-26 8:58pm
Senshi
member
51 posts 15 snarkmarks Registered: Dec 14th 2004 Occupation: Barman Location: UK
Ok, i have made that album public now, people should be able to access it :smile: somebody tell me if they cant i'll edit the link.

My bad :s
Re: Lighting problems Posted by Orpheus on Sun Jun 26th 2005 at 9:07pm
Orpheus
13860 posts
Posted 2005-06-26 9:07pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
WARNING: Cluster portals saw into cluster
Dunno if this is THE issue, but any warning is not a good warning.. shrugs

The best things in life, aren't things.
Re: Lighting problems Posted by French Toast on Sun Jun 26th 2005 at 9:19pm
French Toast
3043 posts
Posted 2005-06-26 9:19pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Yeah, fix everything up. I've found that seemingly unrelated warnings in my log can be causing my problems.
Re: Lighting problems Posted by Dr Brasso on Sun Jun 26th 2005 at 9:20pm
Dr Brasso
1878 posts
Posted 2005-06-26 9:20pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
there are a few textures in hl2 that have messed with me as well...mmm....one of the rock textures in particular was making it as if a photo flash went off when i entered the room....changed the texture, end of problem....not a fix, but a workaround.....ill try to remember which it was and post it....

Doc B... :dodgy:
Re: Lighting problems Posted by BlisTer on Sun Jun 26th 2005 at 9:38pm
BlisTer
801 posts
Posted 2005-06-26 9:38pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
for those textures that cause those problems, check to see if "model" appears in their name. you cannot use model textures
These words are my diaries screaming out loud
Re: Lighting problems Posted by Campaignjunkie on Sun Jun 26th 2005 at 10:05pm
Campaignjunkie
1309 posts
Posted 2005-06-26 10:05pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Also, make sure you have placed env_cubemap entities around the map and don't forget to run "buildcubemaps" via the console.
Re: Lighting problems Posted by Senshi on Sun Jun 26th 2005 at 10:25pm
Senshi
51 posts
Posted 2005-06-26 10:25pm
Senshi
member
51 posts 15 snarkmarks Registered: Dec 14th 2004 Occupation: Barman Location: UK
Wow, you guys are awesome,

[size=16]Problem fixed.

Anyone experiencing the problems I described above, avoid textures with 'model' in the name.


Thankyou everyone, truly awesome, now i can get on with some cool lighting effects :smile:

[/size]
Re: Lighting problems Posted by French Toast on Sun Jun 26th 2005 at 10:29pm
French Toast
3043 posts
Posted 2005-06-26 10:29pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
We need a notice about this. It should read "Before posting your
problem, make sure your textures don't have model in the name". A
question with this solution comes up about once a week.
Re: Lighting problems Posted by Dr Brasso on Mon Jun 27th 2005 at 12:00am
Dr Brasso
1878 posts
Posted 2005-06-27 12:00am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
well done gents..... :wink:

Doc B... :dodgy:
Re: Lighting problems Posted by BlisTer on Mon Jun 27th 2005 at 4:45am
BlisTer
801 posts
Posted 2005-06-27 4:45am
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
Senshi said:
[size=16]Problem fixed.

[/size]
np. (not much point in marking that post into a suggested answer though :razz: ) The reason behind this is that model textures are set to use the "VertexLitGeneric" shader.

and yeah it does seem to come up a lot. maybe put it in the sticky?
These words are my diaries screaming out loud