No vis information, direct lighting only.

No vis information, direct lighting only.

Re: No vis information, direct lighting only. Posted by Livett on Fri Jan 7th 2005 at 8:39pm
Livett
164 posts
Posted 2005-01-07 8:39pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
When I compile my map I get the error 'No vis information, direct lighting only.' but I have no leaks, lots of lights, I run VIS on normal.

My map worked fine until I reated the whole island it was on with a displaced surface surrounded by water... could be the problem, I don't know
Re: No vis information, direct lighting only. Posted by Orpheus on Fri Jan 7th 2005 at 8:51pm
Orpheus
13860 posts
Posted 2005-01-07 8:51pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
lemme see now, if i recall it clearly states to post the compile log in the "New Topic" search area.. hmmm unless its all in black text i don't see it :biggrin:

there are only a few reasons vis fails (or used to be) but the key to solving it is the compile log.. help us, to help you. not reading instructions does not encourage anyone to help very often :/
Re: No vis information, direct lighting only. Posted by Livett on Fri Jan 7th 2005 at 8:54pm
Livett
164 posts
Posted 2005-01-07 8:54pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
I didn't post the compile log coz tbh... I am usually good at fixing problems and I couldn't see anything wrong with the compile log except that.

My brother compiled the map first for me:

materialPath: c:\program files\valve\steam\steamapps\dca10ae2b861fb3582e7978aef91228b\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\dca10ae2b861fb3582e7978aef91228b\counter-strike source\cstrike\maps\cs_alcatraz.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity light_environment (-297.00 -768.00 480.00) leaked!
Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (1)
Find Visible Detail Sides...
Merged 358 detail faces... done (1)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
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 (2) (1093584 bytes)
Building Physics collision data...
done (1) (1171668 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Water found with no water_lod_control entity, creating a default one.
Writing C:\Program Files\Valve\Steam\SteamApps\dca10ae2b861fb3582e7978aef91228b\counter-strike source\cstrike\maps\cs_alcatraz.bsp
17 seconds elapsed

1 threads
reading c:\program files\valve\steam\steamapps\dca10ae2b861fb3582e7978aef91228b\counter-strike source\cstrike\maps\cs_alcatraz.bsp
reading c:\program files\valve\steam\steamapps\dca10ae2b861fb3582e7978aef91228b\counter-strike source\cstrike\maps\cs_alcatraz.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\dca10ae2b861fb3582e7978aef91228b\counter-strike source\cstrike\maps\cs_alcatraz.prt

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\dca10ae2b861fb3582e7978aef91228b\counter-strike source\cstrike\maps\cs_alcatraz.bsp
No vis information, direct lighting only.
14272 faces
3640744 square feet [524267136.00 square inches]
1 displacements
420322 square feet [60526452.00 square inches]
92 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Build Patch/Sample Hash Table(s)..... Done<0.1917 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 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 256/1024 12288/49152 (25.0%)
brushes 2460/8192 29520/98304 (30.0%)
brushsides 18711/65536 149688/524288 (28.6%)
planes 4222/65536 84440/1310720 ( 6.4%)
vertexes 21107/65536 253284/786432 (32.2%)
nodes 5229/65536 167328/2097152 ( 8.0%)
texinfos 1908/12288 137376/884736 (15.5%)
texdata 86/2048 2752/65536 ( 4.2%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 62664/0 62664/0 ( 0.0%)
faces 14272/65536 799232/3670016 (21.8%)
origfaces 9779/65536 547624/3670016 (14.9%)
leaves 5486/65536 307216/3670016 ( 8.4%)
leaffaces 16573/65536 33146/131072 (25.3%)
leafbrushes 4083/65536 8166/131072 ( 6.2%)
surfedges 109281/512000 437124/2048000 (21.3%)
edges 67762/256000 271048/1024000 (26.5%)
worldlights 92/8192 8096/720896 ( 1.1%)
waterstrips 2638/32768 26380/327680 ( 8.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 44937/65536 89874/131072 (68.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 45/512 15840/180224 ( 8.8%)
lightdata [variable] 8711164/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 284906/393216 (72.5%)
occluders 8/0 320/0 ( 0.0%)
occluder polygons 16/0 192/0 ( 0.0%)
occluder vert ind 64/0 256/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/23906 ( 0.0%)
pakfile [variable] 21173/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 1093584/4194304 (26.1%)
==== Total Win32 BSP file data space used: 13561663 bytes ====

Linux Specific Data:
physicssurface [variable] 1171668/6291456 (18.6%)
==== Total Linux BSP file data space used: 13639747 bytes ====

Total triangle count: 41561
Writing c:\program files\valve\steam\steamapps\dca10ae2b861fb3582e7978aef91228b\counter-strike source\cstrike\maps\cs_alcatraz.bsp
20 minutes, 2 seconds elapsed

Then I started compiling to check if I had the same problem:

materialPath: c:\program files\valve\steam\steamapps\ttevil\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity light_environment (-297.00 -768.00 480.00) leaked!
Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (1)
Find Visible Detail Sides...
Merged 358 detail faces... done (1)
Merging details... done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (6)
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 (3) (1093584 bytes)
Building Physics collision data...
done (2) (1171668 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Water found with no water_lod_control entity, creating a default one.
Writing C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz.bsp
1 minute, 13 seconds elapsed

1 threads
reading c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz.bsp
reading c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz.prt

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\cs_alcatraz.bsp
No vis information, direct lighting only.
14272 faces
3640744 square feet [524267136.00 square inches]
1 displacements
420322 square feet [60526452.00 square inches]
92 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . .
Re: No vis information, direct lighting only. Posted by Orpheus on Fri Jan 7th 2005 at 9:01pm
Orpheus
13860 posts
Posted 2005-01-07 9:01pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
assuming again i am wrong.. i read the word "leaked" at least twice before the words:

<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>No vis information, direct lighting only.</DIV></DIV>

compiles go in order, if lights failed the error is before rad.

assuming, i am wrong.
Re: No vis information, direct lighting only. Posted by Rof on Fri Jan 7th 2005 at 9:01pm
Rof
210 posts
Posted 2005-01-07 9:01pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
See the fifth and sixth lines of your compile log? You have a leak. You need to fix it before lighting will work properly.
Re: No vis information, direct lighting only. Posted by Leperous on Fri Jan 7th 2005 at 9:05pm
Leperous
3382 posts
Posted 2005-01-07 9:05pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Yes, the part which says **** leaked **** is the giveaway :razz: You might also notice that VIS ISN'T being run as a result...
Re: No vis information, direct lighting only. Posted by Livett on Fri Jan 7th 2005 at 9:06pm
Livett
164 posts
Posted 2005-01-07 9:06pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
Sorry... my bad, i'm very tired.

Can't believe I missed it.
Re: No vis information, direct lighting only. Posted by Livett on Fri Jan 7th 2005 at 9:06pm
Livett
164 posts
Posted 2005-01-07 9:06pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
Also no need to rub it in. :cry:
Re: No vis information, direct lighting only. Posted by Orpheus on Fri Jan 7th 2005 at 9:08pm
Orpheus
13860 posts
Posted 2005-01-07 9:08pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
the only reason i didn't make it yellow is, i was told twice now that leaks in HL2 sometimes are not an issue.

i was not rubbing it in.
Re: No vis information, direct lighting only. Posted by Livett on Fri Jan 7th 2005 at 9:11pm
Livett
164 posts
Posted 2005-01-07 9:11pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
I was only joking...
Re: No vis information, direct lighting only. Posted by omegaslayer on Fri Jan 7th 2005 at 9:15pm
omegaslayer
2481 posts
Posted 2005-01-07 9:15pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
the only reason i didn't make it yellow is, i was told twice now that leaks in HL2 sometimes are not an issue.

i was not rubbing it in.
Memory leaks are not the issue, its the genuine leak, what you want to
look for is ****leaked***** the memory leak has to do with Windows XP,
so it is ignored when we see memoryleak:49 or something like that.
Re: No vis information, direct lighting only. Posted by Orpheus on Fri Jan 7th 2005 at 9:20pm
Orpheus
13860 posts
Posted 2005-01-07 9:20pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting omegaslayer</DIV>
<DIV class=quotetext>

Memory leaks are not the issue, its the genuine leak, what you want to look for is ****leaked***** the memory leak has to do with Windows XP, so it is ignored when we see memoryleak:49 or something like that.
</DIV></DIV>

see, i missed this part of class i guess, cause no where have i read this mentioned before.
thanx ol man :smile: