sdk source - lightning fullbright

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full bright map even with light entity

Hi I have strange problem with lightning in SDK Source Hammer editor. Going step by step in map making i make map with light entity and when i compile it doesnt work - map is fullbright :( And also, i tried by making light_env (environment) it partially worked, but also i have strange bright textures on walls. When compiling I use default settings. Someone can give advice ? Thanks

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  • 8y
    Logan Dougall avatar
    Logan Dougall avatar Offline
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    Logan Dougall avatar
    Logan Dougall
    Half Life Storm Flag
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    You may want to edit the thread and post your last compile log to see if there are any errors being created that will interfere with your lighting.

    Aside from that I can take a guess that your bright textures on the walls are due to them having reflections. You'll need to add cubemaps to the map to properly create the reflections for those surfaces, more info on that is here:

    Env_cubemap
    √úberStylers {...} ~/clubs/1947
  • 8y
    Przemowu avatar
    Przemowu Offline
    Member Joined 8y
    ** Executing...
    ** Command: "D:\SourceSDK\bin\vbsp.exe"
    ** Parameters: -game "D:\Counter Strike Source\cstrike"

    "D:\SourceSDK\sourcesdk_content\cstrike\mapsrc\firstmap"

    Valve Software - vbsp.exe (Dec 11 2006)
    1 threads
    materialPath: D:\Counter Strike Source\cstrike\materials
    Loading D:\SourceSDK\sourcesdk_content\cstrike\mapsrc\firstmap.vmf
    material "metal/metalwall004a" not found
    Material not found!: METAL/METALWALL004A
    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 (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\SourceSDK\sourcesdk_content\cstrike\mapsrc\firstmap.prt...done (0)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
    Can't load skybox file skybox/sky_day01_01 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 (0) (2673 bytes)
    Error loading studio model "models/props_junk/wood_crate001a.mdl"!
    Error loading studio model "models/props_borealis/bluebarrel001.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3 texinfos to 3
    Reduced 1 texdatas to 1 (20 bytes to 20)
    Writing D:\SourceSDK\sourcesdk_content\cstrike\mapsrc\firstmap.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "D:\SourceSDK\bin\vvis.exe"
    ** Parameters: -game "D:\Counter Strike Source\cstrike"

    "D:\SourceSDK\sourcesdk_content\cstrike\mapsrc\firstmap"

    Valve Software - vvis.exe (May 22 2006)
    1 threads
    reading d:\sourcesdk\sourcesdk_content\cstrike\mapsrc\firstmap.bsp
    reading d:\sourcesdk\sourcesdk_content\cstrike\mapsrc\firstmap.prt
    12 portalclusters
    23 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 136
    Average clusters visible: 11
    Building PAS...
    Average clusters audible: 12
    visdatasize:148 compressed from 192
    writing d:\sourcesdk\sourcesdk_content\cstrike\mapsrc\firstmap.bsp
    0 seconds elapsed

    and map looks like: http://i47.tinypic.com/1zcn9ti.jpg
    Bananite
  • 8y
    Przemowu avatar
    Przemowu Offline
    Member Joined 8y
    And the rest of log:
    ** Executing...
    ** Command: "D:\SourceSDK\bin\vrad.exe"
    ** Parameters: -game "D:\Counter Strike Source\cstrike"

    "D:\SourceSDK\sourcesdk_content\cstrike\mapsrc\firstmap"

    Valve Software - vrad.exe SSE (May 22 2006)
    ----- Radiosity Simulator ----
    1 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']

    Loading d:\sourcesdk\sourcesdk_content\cstrike\mapsrc\firstmap.bsp
    26 faces
    21437 square feet [3087071.00 square inches]
    0 displacements
    0 square feet [0.00 square inches]
    26 patches before subdivision
    26 patches after subdivision
    1 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 350, max 19
    transfer lists: 0.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0000 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 7/8192 84/98304 ( 0.1%)
    brushsides 42/65536 336/524288 ( 0.1%)
    planes 52/65536 1040/1310720 ( 0.1%)
    vertexes 67/65536 804/786432 ( 0.1%)
    nodes 37/65536 1184/2097152 ( 0.1%)
    texinfos 3/12288 216/884736 ( 0.0%)
    texdata 1/2048 32/65536 ( 0.0%)
    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 26/65536 1456/3670016 ( 0.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 12/65536 672/3670016 ( 0.0%)
    leaves 39/65536 1248/2097152 ( 0.1%)
    leaffaces 42/65536 84/131072 ( 0.1%)
    leafbrushes 18/65536 36/131072 ( 0.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 152/512000 608/2048000 ( 0.0%)
    edges 89/256000 356/1024000 ( 0.0%)
    LDR worldlights 1/8192 88/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 0/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 148/16777216 ( 0.0%)
    entdata [variable] 412/393216 ( 0.1%)
    LDR leaf ambient 39/65536 936/1572864 ( 0.1%)
    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] 1/204 ( 0.5%)
    pakfile [variable] 10010/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data:
    physics [variable] 2673/4194304 ( 0.1%)
    ==== Total Win32 BSP file data space used: 22489 bytes ====

    Total triangle count: 52
    Writing d:\sourcesdk\sourcesdk_content\cstrike\mapsrc\firstmap.bsp
    0 seconds elapsed
    Bananite
  • 8y
    Przemowu avatar
    Przemowu Offline
    Member Joined 8y
    I added dark skybox from http://developer.valvesoftware.com/wiki/Sky_list, then light_environment with values + some random lights on the streets, and again it doesnt work :(
    http://i46.tinypic.com/otf5w6.jpg
    Some textures looks dark and almost all of them are bright as day...

    -------------------------

    Valve Software - vbsp.exe (Dec 11 2006)
    1 threads
    materialPath: D:\Counter Strike Source\cstrike\materials
    Loading D:\SourceSDK\sourcesdk_content\cstrike\mapsrc\zm_city.vmf
    material "building_template/building_template001i" not found
    Material not found!: BUILDING_TEMPLATE/BUILDING_TEMPLATE001I
    material "building_template/building_template001d" not found
    Material not found!: BUILDING_TEMPLATE/BUILDING_TEMPLATE001D
    material "building_template/building_template001a" not found

    (...) (...) (...)

    Material not found!: CONCRETE/CONCRETEFLOOR033A
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    **** leaked ****
    Entity prop_static (-2056.00 -7293.40 336.20) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near

    (12544.0, 4096.0, 1024.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    (...) (...) (...)

    *** Suppressing further FindPortalSide errors.... ***
    Processing 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)
    material "skybox/sky_day01_09rt" not found
    Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
    No such variable "$hdrbasetexture" for material "___error"
    Can't load skybox file skybox/sky_day01_09 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) (333561 bytes)
    Error loading studio model "models/props_c17/fence02b.mdl"!
    Error loading studio model "models/props_rooftop/antennaclusters01a.mdl"!
    Error loading studio model "models/props_rooftop/dome004.mdl"!
    Error loading studio model "models/props_buildings/project_building03.mdl"!
    Error loading studio model "models/props_buildings/project_building02.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 976 texinfos to 745
    Reduced 216 texdatas to 212 (7022 bytes to 6906)
    Writing D:\SourceSDK\sourcesdk_content\cstrike\mapsrc\zm_city.bsp
    12 seconds elapsed

    ** Executing...
    ** Command: "D:\SourceSDK\bin\vvis.exe"
    ** Parameters: -game "D:\Counter Strike Source\cstrike"

    "D:\SourceSDK\sourcesdk_content\cstrike\mapsrc\zm_city"

    Valve Software - vvis.exe (May 22 2006)
    1 threads
    reading d:\sourcesdk\sourcesdk_content\cstrike\mapsrc\zm_city.bsp
    reading d:\sourcesdk\sourcesdk_content\cstrike\mapsrc\zm_city.prt
    LoadPortals: couldn't read d:\sourcesdk\sourcesdk_content\cstrike\mapsrc\zm_city.prt

    ** Executing...
    ** Command: "D:\SourceSDK\bin\vrad.exe"
    ** Parameters: -game "D:\Counter Strike Source\cstrike"

    "D:\SourceSDK\sourcesdk_content\cstrike\mapsrc\zm_city"

    Valve Software - vrad.exe SSE (May 22 2006)
    ----- Radiosity Simulator ----
    1 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']

    Loading d:\sourcesdk\sourcesdk_content\cstrike\mapsrc\zm_city.bsp
    No vis information, direct lighting only.
    4811 faces
    6150457 square feet [885665856.00 square inches]
    3 displacements
    57226 square feet [8240594.00 square inches]
    4 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (442)
    Build Patch/Sample Hash Table(s).....Done<0.1321 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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
    Ready to Finish

    Could someone explain what is wrong with textures ???
    Bananite
  • 8y
    Logan Dougall avatar
    Logan Dougall avatar Offline
    Half Life Storm Flag Affiliation: Half Life Storm
    Admin Joined 11y
    15,302 points Ranked 275th
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    • Achieved Admin clearance Medal icon
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    • 10 years a member Medal icon
    • 50 posts awarded Exemplary Feedback Medal icon
    • 100 posts awarded Exemplary Feedback Medal icon
    • 200 posts awarded Exemplary Feedback Medal icon
    Logan Dougall avatar
    Logan Dougall
    Half Life Storm Flag
    Half Life Storm
    Admin
    **** leaked ****
    Entity prop_static (-2056.00 -7293.40 336.20) leaked!
    Your map has a leak, the compile will fail completly and only the last working compile will be what you see in-game. To fix the leak go to the top menu in hammer and click Map > Load Pointfile. There will now be a red line going form your static prop to the black void outside the map. Seal the hole and do another BSP ONLY compile to check for more leaks.

    You will need to repeat that process as many times as needed to seal all the leaks in your map.
    material "building_template/building_template001i" not found
    Material not found!: BUILDING_TEMPLATE/BUILDING_TEMPLATE001I
    material "building_template/building_template001d" not found
    Material not found!: BUILDING_TEMPLATE/BUILDING_TEMPLATE001D
    material "building_template/building_template001a" not found
    This error means your trying to use textures which don't exist. Common issue, you've opened up the map with the wrong game configuration selected OR you've used custom textures and have since deleted them.



    Next time, go to the Top of the page and click the edit button for the thread itself. Don't try to fit the compile log into a post, they don't fit and you edit out information we need 50% of the time to help you.
    √úberStylers {...} ~/clubs/1947

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