Re: One text light works, the other doesn't
Posted by DJ Arendee on
Sun Apr 8th 2012 at 2:54am
4 posts
0 snarkmarks
Registered:
Apr 8th 2012
Strange problem, I'm hoping it isn't a bug.
Im making a simple map in left 4 dead 2 with modular prefab hallways. The hallways are lit with texture lights, specifically dev/dev_interiorlight02b.
At first, things were going swell. I compile the map, the lights work. The map was very small at first.
Then I went prefab crazy and increased the size of the map by 400%. I compiled the map, I got 100 or so light bounces in vrad. It took a while but it compiled. When it was done I played the map. Only half of the map is lit. Its almost like vrad just sorta, gave up.
So I try something new, I replace all textures with the plain white texture, then apply the proper coding in lights.rad to emit light with that texture. It works just fine, compiles quickly.
I replace the textures back to dev_interiorlight02b and compile again. This time I get NO lights whatsoever.
Any idea what I can do?
Here is my lights.rad coding, and my latest compile log.
note: I had about 100 light bounces, which is unusual. It just kept computing them, I don't think it shows in the log.
lights.rad
xeno/crys_4b 255 160 128 40000
lights/white002 189 233 247 425
dev/dev_interiorlight02b 255 208 98 125
tools/toolswhite 255 241 187 200
compile log (normal bsp, fast vis, normal rad)
materialPath: F:\Program Files\Steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading F:\Program Files\Steam\steamapps\common\left 4 dead 2\left4dead2\maps\DW_Entrance.vmf
Patching WVT material: maps/dw_entrance/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Program Files\Steam\steamapps\common\left 4 dead 2\left4dead2\maps\DW_Entrance.prt...Building visibility clusters...
done (0)
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) (176859 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 455 texinfos to 264
Reduced 33 texdatas to 26 (1534 bytes to 1317)
Writing F:\Program Files\Steam\steamapps\common\left 4 dead 2\left4dead2\maps\DW_Entrance.bsp
0 seconds elapsed
4 threads
reading f:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\maps\DW_Entrance.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading f:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\maps\DW_Entrance.prt
558 portalclusters
1498 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 16007 visible clusters (0.00%)
Total clusters visible: 199963
Average clusters visible: 358
Building PAS...
Average clusters audible: 555
visdatasize:78860 compressed from 80352
writing f:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\maps\DW_Entrance.bsp
0 seconds elapsed
[Reading texlights from 'lights.rad']
[4 texlights parsed from 'lights.rad']
Loading f:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\maps\DW_Entrance.bsp
2215 faces
2 degenerate faces
21802 square feet [3139554.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2213 patches before subdivision
5963 patches after subdivision
232 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 532840, max 354
transfer lists: 4.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(41969, 24893, 4239)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2676, 1577, 253)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(226, 133, 20)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(22, 13, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0011 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
9 of 232 (3% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 408/8192 4896/98304 ( 5.0%)
brushsides 3349/65536 26792/524288 ( 5.1%)
planes 1566/65536 31320/1310720 ( 2.4%)
vertexes 3254/65536 39048/786432 ( 5.0%)
nodes 1217/65536 38944/2097152 ( 1.9%)
texinfos 264/12288 19008/884736 ( 2.1%)
texdata 26/2048 832/65536 ( 1.3%)
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 2215/65536 124040/3670016 ( 3.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1276/65536 71456/3670016 ( 1.9%)
leaves 1233/65536 39456/2097152 ( 1.9%)
leaffaces 2413/65536 4826/131072 ( 3.7%)
leafbrushes 640/65536 1280/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15567/512000 62268/2048000 ( 3.0%)
edges 9069/256000 36276/1024000 ( 3.5%)
LDR worldlights 232/8192 23200/819200 ( 2.8%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 168/32768 1680/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3039/65536 6078/131072 ( 4.6%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 245496/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 78860/16777216 ( 0.5%)
entdata [variable] 9179/393216 ( 2.3%)
LDR ambient table 1233/65536 4932/262144 ( 1.9%)
HDR ambient table 1233/65536 4932/262144 ( 1.9%)
LDR leaf ambient 3514/65536 98392/1835008 ( 5.4%)
HDR leaf ambient 1233/65536 34524/1835008 ( 1.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 874834/0 ( 0.0%)
physics [variable] 176859/4194304 ( 4.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 5936
Writing f:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\maps\DW_Entrance.bsp
3 seconds elapsed
Re: One text light works, the other doesn't
Posted by Orpheus on
Sun Apr 8th 2012 at 12:17pm
Posted
2012-04-08 12:17pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
If I am reading this right...
Textured lights do not have the same value as entity lights. It takes a much higher value than you would expect to get it to shine.
You don't need 100 bounces. 5 or 10 usually suffice.
The best things in life, aren't things.
Re: One text light works, the other doesn't
Posted by DJ Arendee on
Sun Apr 8th 2012 at 10:52pm
Posted
2012-04-08 10:52pm
4 posts
0 snarkmarks
Registered:
Apr 8th 2012
Well, it works now, I fixed it.
I figured I'd try to optimize it. If you look at the ceiling you'll see rusty chunks. All of those were BSP brushes, which I turned into func_details. After compiling, it gave me some random leak that made no sense shooting through the floor. So I deleted the floor and started over and voila. Fixed. I also deleted every other cubemap.
Somewhere in here I did something right.