Lights are refusing to work!!!!!!!!2qbkf, gfxkm | TF2Maps.net
Lights are refusing to work!!!!!!!!2qbkf, gfxkm
Discussion in 'Mapping Questions & Discussion' started by HQDefault, Jan 26, 2015.
So, I was about to do the final compile on my 72hr contest entry, but the lights won't render and it only renders fullbright. I can't tell what the hell is going wrong, and now I need to go to school and I won't be back to post it in time for the contest to finish!
So can I please have some extended time to post my entry? Because the way fate rolled, basically I was on a boat in the center of the atlantic and a rock fell and killed me :'(
So can someone please give me a pardon?
(and yes I checked to see if RAD was set to no)
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.vmf"
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.vmf
Patching WVT material: maps/cp_defcon_72_a3/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_defcon_72_a3/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
Merged 90 detail faces...done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.prt...Building visibility clusters...
done (0) (427862 bytes)
Reduced 299 texinfos to 227
Reduced 91 texdatas to 81 (2284 bytes to 1863)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.bsp
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3"
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.prt
1086 portalclusters
2952 numportals
Optimized: 52446 visible clusters (6.30%)
Total clusters visible: 832436
Average clusters visible: 766
Average clusters audible: 1067
visdatasize:296713  compressed from 295392
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3"
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.bsp
Setting up ray-trace acceleration structure... Done (1.41 seconds)
7495 faces
4019747 square feet [578843584.00 square inches]
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_defcon_72_a3.bsp"
HQDefault, Jan 26, 2015
We're fairly sure it's to do with
>Stack overflow in neighbors
Google suggests that it's caused by too many surfaces sharing a single lightmap patch/luxel, the fix is to cordon compile parts of the map until you find which section it's in and then to remake the offending geometry.
Geit, Jan 26, 2015
You're running VVIS on fast, which means no light bounces and you might as well not run it at all. Apart from that the only thing I see is a stack overflow in VRAD, which Geit already mentioned.
Seba, Jan 26, 2015
You've got 13 degenerate faces, which means you have any number of invalid solids. Reload your map. Hammer will tell you that it automatically removed some invalid solids. Find what brushes are missing and rebuild them.
When using the vertex editor, moving two vertexes to the same spot will prompt you to merge them. However, there's a bug where sometimes it doesn't prompt you. In this case, it isn't actually merging the vertexes, and you can end up with a face that is infinitely small. If I'm not mistaken, these are also considered degenerate faces, and will cause issues. However, I believe they're considered invalid solids, and will be removed on a map reload.
Idolon, Jan 26, 2015
If you are using any toruses check those I have been having issues with them recently.
Kill_the_Bug, Jan 26, 2015
I looked and found as many overlapping textures as possible. That didn't do crap.
Ran the VIS on normal just in case, all it did was give me a 20 minute compile but didn't change a single thing.
Tried closing hammer and opening it again, nothing happened. I even checked for errors. Nothing.
HQDefault, Jan 29, 2015
Did you do the bolded part? You can narrow down your problem area this way.
Crash, Jan 29, 2015
Lights are refusing to work!!!!!!!!2qbkf, gfxkm | TF2Maps.net
Lights are refusing to work!!!!!!!!2qbkf, gfxkm
Discussion in 'Mapping Questions & Discussion' started by HQDefault, Jan 26, 2015.
So, I was about to do the final compile on my 72hr contest entry, but the lights won't render and it only renders fullbright. I can't tell what the hell is going wrong, and now I need to go to school and I won't be back to post it in time for the contest to finish!
So can I please have some extended time to post my entry? Because the way fate rolled, basically I was on a boat in the center of the atlantic and a rock fell and killed me :'(
So can someone please give me a pardon?
(and yes I checked to see if RAD was set to no)
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.vmf"
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.vmf
Patching WVT material: maps/cp_defcon_72_a3/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_defcon_72_a3/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
Merged 90 detail faces...done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.prt...Building visibility clusters...
done (0) (427862 bytes)
Reduced 299 texinfos to 227
Reduced 91 texdatas to 81 (2284 bytes to 1863)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.bsp
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3"
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.prt
1086 portalclusters
2952 numportals
Optimized: 52446 visible clusters (6.30%)
Total clusters visible: 832436
Average clusters visible: 766
Average clusters audible: 1067
visdatasize:296713  compressed from 295392
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\Stea
mApps\common\Team Fortress 2\bin\cp_defcon_72_a3"
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\cp_defcon_72_a3.bsp
Setting up ray-trace acceleration structure... Done (1.41 seconds)
7495 faces
4019747 square feet [578843584.00 square inches]
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\cp_defcon_72_a3.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_defcon_72_a3.bsp"
HQDefault, Jan 26, 2015
We're fairly sure it's to do with
>Stack overflow in neighbors
Google suggests that it's caused by too many surfaces sharing a single lightmap patch/luxel, the fix is to cordon compile parts of the map until you find which section it's in and then to remake the offending geometry.
Geit, Jan 26, 2015
You're running VVIS on fast, which means no light bounces and you might as well not run it at all. Apart from that the only thing I see is a stack overflow in VRAD, which Geit already mentioned.
Seba, Jan 26, 2015
You've got 13 degenerate faces, which means you have any number of invalid solids. Reload your map. Hammer will tell you that it automatically removed some invalid solids. Find what brushes are missing and rebuild them.
When using the vertex editor, moving two vertexes to the same spot will prompt you to merge them. However, there's a bug where sometimes it doesn't prompt you. In this case, it isn't actually merging the vertexes, and you can end up with a face that is infinitely small. If I'm not mistaken, these are also considered degenerate faces, and will cause issues. However, I believe they're considered invalid solids, and will be removed on a map reload.
Idolon, Jan 26, 2015
If you are using any toruses check those I have been having issues with them recently.
Kill_the_Bug, Jan 26, 2015
I looked and found as many overlapping textures as possible. That didn't do crap.
Ran the VIS on normal just in case, all it did was give me a 20 minute compile but didn't change a single thing.
Tried closing hammer and opening it again, nothing happened. I even checked for errors. Nothing.
HQDefault, Jan 29, 2015
Did you do the bolded part? You can narrow down your problem area this way.
Crash, Jan 29, 2015