Bounce Light Woes

Bounce Light Woes

Re: Bounce Light Woes Posted by CLs on Sun Jan 8th 2006 at 9:58pm
CLs
66 posts
Posted 2006-01-08 9:58pm
CLs
member
66 posts 7 snarkmarks Registered: Mar 17th 2005 Occupation: Student Location: Canada
I recently compiled my map after adding a rather large section to it,
and now during the RAD compile stage when calculating light bounces
they are all calculated at (-1,-1,-1) and it does this 100 times as
oppossed to around ten on the previous compiles.

Upon loading the map in game it's really dark and most of the walls are black. If you could give me any insight into the problem it would be grealty apprciatted.

CLs
Re: Bounce Light Woes Posted by Dark|Killer on Sun Jan 8th 2006 at 10:02pm
Dark|Killer
758 posts
Posted 2006-01-08 10:02pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
That never happaned to me, but how about posting your compile log ??
It should help us know the exact problem..i guess... :dorky:
.::Dark|Masta::. - One name. One legend.
Re: Bounce Light Woes Posted by CLs on Sun Jan 8th 2006 at 11:33pm
CLs
66 posts
Posted 2006-01-08 11:33pm
CLs
member
66 posts 7 snarkmarks Registered: Mar 17th 2005 Occupation: Student Location: Canada
<span style="color: white;">Well here it is...

** Executing...
** Command: "e:\program files\steam\steamapps\chrisls121@sympatico.ca\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\chrisls121@sympatico.ca\half-life 2 deathmatch\hl2mp" "E:\Program Files\Steam\SteamApps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: e:\program files\steam\steamapps\chrisls121@sympatico.ca\half-life 2 deathmatch\hl2mp\materials
Loading E:\Program Files\Steam\SteamApps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Program Files\Steam\SteamApps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_02rt"
Can't load skybox file skybox/sky_day02_02 to build the default cubemap!
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 (1) (568854 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (1255072 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2135 texinfos to 1360
Reduced 288 texdatas to 250 (16601 bytes to 13469)
Writing E:\Program Files\Steam\SteamApps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3.bsp
20 seconds elapsed
Memory leak: mempool blocks left in memory: 11

** Executing...
** Command: "e:\program files\steam\steamapps\chrisls121@sympatico.ca\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\program files\steam\steamapps\chrisls121@sympatico.ca\half-life 2 deathmatch\hl2mp" -fast "E:\Program Files\Steam\SteamApps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
2 threads
reading e:\program files\steam\steamapps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3.bsp
reading e:\program files\steam\steamapps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3.prt
1419 portalclusters
4399 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 143009 visible clusters (0.00%)
Total clusters visible: 1052571
Average clusters visible: 741
Building PAS...
Average clusters audible: 1393
visdatasize:490453 compressed from 522192
writing e:\program files\steam\steamapps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3.bsp
8 seconds elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\chrisls121@sympatico.ca\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\program files\steam\steamapps\chrisls121@sympatico.ca\half-life 2 deathmatch\hl2mp" "E:\Program Files\Steam\SteamApps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3"

Valve Software - vrad.exe SSE (Jan 2 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3.bsp
4561 faces
3 degenerate faces
1981823 square feet [285382560.00 square inches]
68 displacements
685459 square feet [98706120.00 square inches]
4558 patches before subdivision
35360 patches after subdivision
25 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (221)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (53)
transfers 2882383, max 792
transfer lists: 22.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #3 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (11)
Bounce #4 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (13)
Bounce #5 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #6 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #7 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #8 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #9 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #10 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (17)
Bounce #11 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #12 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (17)
Bounce #13 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #14 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (17)
Bounce #15 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #16 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (18)
Bounce #17 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #18 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #19 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #20 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #21 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #22 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (17)
Bounce #23 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #24 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #25 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #26 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #27 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (17)
Bounce #28 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #29 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (17)
Bounce #30 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (17)
Bounce #31 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (17)
Bounce #32 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (17)
Bounce #33 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (17)
Bounce #34 added RGB(-1, -1, -1)
GatherLight: 0...1...2.
** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\SteamApps\chrisls121@sympatico.ca\sourcesdk_content\hl2mp\mapsrc\DM_Country_Home_Alpha_3.bsp" "e:\program files\steam\steamapps\chrisls121@sympatico.ca\half-life 2 deathmatch\hl2mp\maps\DM_Country_Home_Alpha_3.bsp"

I stopped it as it would take awhile to to complete all 100 bounces, but it does eventully reach 100!<span style="font-style: italic;">

_</span>
CL<span style="font-style: italic;">s_
</span>


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Re: Bounce Light Woes Posted by wil5on on Sun Jan 8th 2006 at 11:48pm
wil5on
1733 posts
Posted 2006-01-08 11:48pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
No such variable "$hdrbasetexture" for material "skybox/sky_day02_02rt"

This could have something to do with it... try using a HDR sky, or not compiling with HDR.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Bounce Light Woes Posted by CLs on Mon Jan 9th 2006 at 1:07am
CLs
66 posts
Posted 2006-01-09 1:07am
CLs
member
66 posts 7 snarkmarks Registered: Mar 17th 2005 Occupation: Student Location: Canada
That can`t be it as I'am not compiling with HDR enabled...

_CLs_html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Bounce Light Woes Posted by omegaslayer on Mon Jan 9th 2006 at 2:09am
omegaslayer
2481 posts
Posted 2006-01-09 2:09am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Check your lightmaps, maybe there is a problem there.
Posting And You
Re: Bounce Light Woes Posted by CLs on Mon Jan 9th 2006 at 9:55pm
CLs
66 posts
Posted 2006-01-09 9:55pm
CLs
member
66 posts 7 snarkmarks Registered: Mar 17th 2005 Occupation: Student Location: Canada
<span style="color: white;">Thanks all for your help, but after a looong look through my map, compileing and recompiling, I located the source of the error.

It was either that the inner bright angle on one of my light_spots was set too high (Is there a limit that I don`t know of?) or I found another whose inner and outer angles were set the same (Is this not allow?)

CLs

</span>
CLs
Re: Bounce Light Woes Posted by Captain P on Mon Jan 9th 2006 at 11:10pm
Captain P
1370 posts
Posted 2006-01-09 11:10pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
What angles did you gave these spotlights then? A limit to an angle
sounds more logic than a problem caused by the inner and outer angles
being the same...
Create-ivity - a game development blog
Re: Bounce Light Woes Posted by CLs on Mon Jan 9th 2006 at 11:33pm
CLs
66 posts
Posted 2006-01-09 11:33pm
CLs
member
66 posts 7 snarkmarks Registered: Mar 17th 2005 Occupation: Student Location: Canada
If my memory serves me correct they were set to the followings values:

-Inner Bright Angle = 55
-Inner Fading Angle =75

CLs<br style="color: white;"><br style="color: white;">
CLs
Re: Bounce Light Woes Posted by omegaslayer on Wed Jan 11th 2006 at 9:05am
omegaslayer
2481 posts
Posted 2006-01-11 9:05am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Are you compiling with HRD? I just noticed that in light ents there are
HDR light values that are -1,-1,-1. I noticed that your bounces are
also -1,-1,-1. Maybe your problem lies with trying to compile with HDR
lighting.
Posting And You
Re: Bounce Light Woes Posted by DrGlass on Wed Jan 11th 2006 at 4:27pm
DrGlass
1825 posts
Posted 2006-01-11 4:27pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
"WARNING: Cluster portals saw into cluster"

This (as I recall) has to do with crazy brush work. It could have been part of oyur problem. I doubt it was your spot light, you can set them any way you'd like and they should still work 55 and 75 are quite safe.

Use the "cordon" tool to compile small parts of your map at once, see if your lights work after that. Its best to try and narrow down the area that your problem is part of when your trying to find it.

You may also want to try and open your map, delete everything in it then make a small room with a light or two in it, save that under a diffrent name (SAVE AS...) and compile it. If it works fine then you know its a problem with some area of your map, if it still dosen't work you may want to try and copy/paste your whole map into a new hammer window and re-save it (it is strange but it has worked for me from time to time).
Re: Bounce Light Woes Posted by Myrk- on Wed Jan 11th 2006 at 5:56pm
Myrk-
2299 posts
Posted 2006-01-11 5:56pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Why have you got 34 bounce gatherlights? Most people just use 8 or so maximum.
-[Better to be Honest than Kind]-
Re: Bounce Light Woes Posted by CLs on Wed Jan 11th 2006 at 9:40pm
CLs
66 posts
Posted 2006-01-11 9:40pm
CLs
member
66 posts 7 snarkmarks Registered: Mar 17th 2005 Occupation: Student Location: Canada
Omega no I am not compiling with HDR enabled as to my knowleage its not propely implemented in HL2DM yet and the -1,-1,-1 values in the light ents just means that it is the same colour settings for HDR Lighting as it is for the normal lighting. (LDR)

DrGlass thanks for the suggestion but I have already solved the problem as stated in my previous post...but I will look around to see if I any brushwork the needs tweaking for optimization sake and maybe get rid of that Cluster portals error..but at present my map compiles and runs fine...

Myrk

I got those high # of bounces when I had the problem, but after I solved it its back down to a healthy ten... :smile:

CLs
Re: Bounce Light Woes Posted by wil5on on Wed Jan 11th 2006 at 11:02pm
wil5on
1733 posts
Posted 2006-01-11 11:02pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Myrk: This is HL2. It defaults to 100 bounces or until its not adding a significant amount of light each bounce, whichever happens first.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher