HDR compile failing for LDR

HDR compile failing for LDR

Re: HDR compile failing for LDR Posted by haymaker on Mon May 18th 2009 at 3:13pm
haymaker
439 posts
Posted 2009-05-18 3:13pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
I've tried 3 times now. Can't see what I'm missing. What I'm telling the tools to do is basically -both -final -staticproplighting. It only ever does one pass of VRAD then craps out.

I've done this in Hammer and in VBCT. Here's what VCBT put up at the end of its window:
Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading i:\steam\steamapps\xxxxx\sourcesdk_content\hl2mp\mapsrc\dm_pueblo_rc1.bsp
4836 faces
441658 square feet [63598840.00 square inches]
145 displacements
53487 square feet [7702185.50 square inches]
4836 patches before subdivision
36592 patches after subdivision
81 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4114)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (53)
transfers 3260533, max 1044
transfer lists:  24.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(241791, 112975, 29462)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(78900, 26472, 4842)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(25946, 6356, 849)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(9749, 1797, 179)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(3720, 514, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(1488, 155, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(606, 47, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(253, 15, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(107, 5, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(46, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(20, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(9, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(4, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0331 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
Computing static prop lighting : 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  52/1024         2496/49152    ( 5.1%)
brushes               1874/8192        22488/98304    (22.9%)
brushsides           14727/65536      117816/524288   (22.5%)
planes               12380/65536      247600/1310720  (18.9%)
vertexes             12030/65536      144360/786432   (18.4%)
nodes                 2236/65536       71552/2097152  ( 3.4%)
texinfos              2829/12288      203688/884736   (23.0%)
texdata                 47/2048         1504/65536    ( 2.3%)
dispinfos              145/0           25520/0        ( 0.0%)
disp_verts            3625/0           72500/0        ( 0.0%)
disp_tris             4640/0            9280/0        ( 0.0%)
disp_lmsamples      261532/0          261532/0        ( 0.0%)
faces                 4836/65536      270816/3670016  ( 7.4%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             4318/65536      241808/3670016  ( 6.6%)
leaves                2289/65536       73248/2097152  ( 3.5%)
leaffaces             6451/65536       12902/131072   ( 9.8%)
leafbrushes           4040/65536        8080/131072   ( 6.2%)
areas                    4/256            32/2048     ( 1.6%)
surfedges            41170/512000     164680/2048000  ( 8.0%)
edges                27160/256000     108640/1024000  (10.6%)
LDR worldlights         81/8192         7128/720896   ( 1.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips            603/32768        6030/327680   ( 1.8%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         10743/65536       21486/131072   (16.4%)
cubemapsamples          47/1024          752/16384    ( 4.6%)
overlays                32/512         11264/180224   ( 6.3%)
LDR lightdata         [variable]     2026976/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      135217/16777216 ( 0.8%)
entdata               [variable]      209380/393216   (53.2%)
LDR leaf ambient      2289/65536       54936/1572864  ( 3.5%)
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]           1/10730    ( 0.0%)
pakfile               [variable]      850509/0        ( 0.0%)

Level flags = 1

Win32 Specific Data:
physics               [variable]      709271/4194304  (16.9%)
==== Total Win32 BSP file data space used: 6093493 bytes ====

Total triangle count: 13661
Writing i:\steam\steamapps\xxxxx\sourcesdk_content\hl2mp\mapsrc\dm_pueblo_rc1.bsp
1 hour, 11 minutes, 35 seconds elapsed

Compile Complete for this module.
VRAD Completed: May 18, 2009,  1:02:45 AM
VRAD: Compile time: 1 hour, 11 minutes, 35 seconds elapsed

One Line Summary: 18/05/2009 1:02:45 AM, dm_pueblo_rc1.vmf, Half-Life 2 DM, normal , normal, crashed?, 00:00:07, 00:01:41, 01:11:36, 01:13:24
History.csv was updated.

Compile Summary - job mode: FINAL
Map Name: dm_pueblo_rc1.vmf
VBSP - mode:normal , 5 seconds, 00:00:07 elapsed
VVIS - mode:normal, 1 minute, 41 seconds, 00:01:41 elapsed
VRAD - mode:crashed?, 1 hour, 11 minutes, 35 seconds(LDR), n/a(HDR), 01:11:36 elapsed
Total Compile time: 01:13:24
Here's some images showing the results.

[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10001.jpg[/IMG]
^first run, hdr "none" in options, mat_hdr_enabled 1, mat_hdr_level 2, no cubemaps built

[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10002.jpg[/IMG]
^after "hdr_enabled 1, buildcubemaps" for HDR lightmaps, restart server : hdr lightmaps functioning

[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10003.jpg[/IMG]
^same session, running "hdr_enabled 0" just before buildcubemaps for LDR : LDR lightmaps appear to be functioning

[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10004.jpg[/IMG]
^restart game, hdr :none in options: defaults to fullbright 1

Only thing i can think is that -staticproplighting is not compatible with -both?? I've done a full HDR compile before this from the "normal" window ie no extra parm's and I recall it functioning, that's how I adjusted my tonemap settings.
Re: HDR compile failing for LDR Posted by Riven on Mon May 18th 2009 at 3:26pm
Riven
1640 posts
Posted 2009-05-18 3:26pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
My quick observation: -Are you attempting to build this in the original Half-Life 2? not EP1 and not EP2? -If so, it probably won't work properly, no matter what you try. I tried building an HDR map in the original HL2 (yes, even after they ported it over to the EP1 engine) which is supposed to add HDR support. Not true. -At least not for original HL2 maps. It simply doesn't work. You'll either get too bright of maps and overly reflective surfaces, or default to LDR lighting. But if you're building your map in EP1 and having this problem, then it's probably something else.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: HDR compile failing for LDR Posted by haymaker on Mon May 18th 2009 at 3:31pm
haymaker
439 posts
Posted 2009-05-18 3:31pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
thanks for the quick reply Riven :)

this is for HL2DM which does support HDR.

I've run a round a few hdr maps just to make sure my setup was functioning, they check out ok
Re: HDR compile failing for LDR Posted by Riven on Mon May 18th 2009 at 3:43pm
Riven
1640 posts
Posted 2009-05-18 3:43pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
-I knew I forgot a game :rolling: I just assumed it was single player :lol:

Yea, HL2DM should have functioning support of it, as you're right, I've seen quite a few nicely lit HDR HL2DM maps. As for your problem, I'd have to attempt myself and re-learn what all is required for proper setup of an HDR level and then compare (if it works properly) in order to help you any further.

-All I can think of right now, is -did you add an HDR value to all of your lights in Hammer? because your compile log doesn't even register any of them.
LDR worldlights 81/8192 7128/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%) 
So my guess would be that since it doesn't even recognize HDR lights as available in the map, then it's not gonna bother to do the extra processing for HDR lighting even if you ask it to, because simply put: they're not there.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: HDR compile failing for LDR Posted by haymaker on Mon May 18th 2009 at 4:07pm
haymaker
439 posts
Posted 2009-05-18 4:07pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Well I did alter the brightness scale hdr field in all lights, varying between 0.95 and 0.45, but all "brightness HDR" fields are set to -1-1-1-1.

I didn't even think that might be an issue, because for sure I've done a compile where vrad ran twice and everything worked out afterwards.

I just did a normal compile, without the extra commands but with the HDR box ticked, a few minutes ago. Now I have full lighting but I can't get the HDR to show up automatically as it does in other maps, I have to use mat_hdr_enabled 1 in console; and then it shows up nicely on brushwork but looks terrible on shiny props ( you know, the silvery shine ). Cubemaps were built withe HDR ones first IDK if that makes a diff.

It's worth noting that VRAD only ran once in the log for this last effort too. How could I get HDR lightmaps when it only runs once? argh
Re: HDR compile failing for LDR Posted by haymaker on Mon May 18th 2009 at 4:18pm
haymaker
439 posts
Posted 2009-05-18 4:18pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
well i had a peek at a Valve wiki page and it mentions altering the light's hdr brightness field as you suggested. So while I'm happy with the results on the brushwork last time Im gonna try to put values in that are around 75% of what the normal ones are. This is a lot of work all of a sudden :(
Re: HDR compile failing for LDR Posted by Riven on Mon May 18th 2009 at 5:00pm
Riven
1640 posts
Posted 2009-05-18 5:00pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
-well, you don't have to do it to all lights afaik.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: HDR compile failing for LDR Posted by haymaker on Mon May 18th 2009 at 5:12pm
haymaker
439 posts
Posted 2009-05-18 5:12pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Well I stand informed now Riven, that turned out to be the issue with normal compile mode at least. Good eye! I don't quite get how I got it to work before but oh well.

Now I'll start the 3-hour final and see if I get any conflicts. Last time I did that i ended up with no LDR lighting at all so im keeping my fingers crossed
Re: HDR compile failing for LDR Posted by haymaker on Mon May 18th 2009 at 8:22pm
haymaker
439 posts
Posted 2009-05-18 8:22pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Well I can do HDR + staticproplighting on normal, but the process fails when I go to add -final with a "regsitry is in use by another process" message. So I guess I'll live with it really I can't see much difference from before when I was doing -final with LDR anyway :|

Thanks again Riven! At least I learned sumthin new today
Re: HDR compile failing for LDR Posted by haymaker on Thu May 28th 2009 at 5:02am
haymaker
439 posts
Posted 2009-05-28 5:02am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Yet another issue with this.

-Ran an expert -both -staticproplighting compile , takes about 20 min, not bad.
-Buildcubes with mat_hdr_enabled 1, then 0 to get both sets of lightmaps.
-Disconnect, start another map, return to this map, looks great :

[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10017.jpg[/IMG]

^ All the exposure settings are working luvly.

-Run Pakrat, upload copy to server and redownload to test. Yuck:

[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10016.jpg[/IMG]

-This is what gets me, not even the same visleaf:

[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10014.jpg[/IMG]

neighboring visleaf:

[IMG]http://i546.photobucket.com/albums/hh409/bc_haymaker/dm_pueblo_rc10013.jpg[/IMG]

Maybe just a coincidence about the visleafs, as the cubemaps are all set to default, but the rest of the map looks great, all props with specular attributes working, except that corner area...there was a pile of console messages about missing hdr textures, maybe pakrat fouled it up? but the filesize suggests otherwise... :confused:

Only thing i can think of is that I didnt specify an HDRskybox and those glass panels are relecting a non-hdr sky??
Re: HDR compile failing for LDR Posted by Niborius on Thu May 28th 2009 at 4:13pm
Niborius
1007 posts
Posted 2009-05-28 4:13pm
Niborius
member
1007 posts 1116 snarkmarks Registered: Mar 23rd 2009 Location: The Netherlands
I was having the bug where Freeman's hand was very bright before, but I still have no idea how to fix it.
Youtube Channel: https://www.youtube.com/c/Nibgames