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Having issues with Hammer, VVIS and VRAD ignored in compile log (NO LEAKS)

xlxvs · 11 · 4050

xlxvs

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So first off, i'm somewhat new to Hammer Editor, I've only been using Hammer for a year. I have been getting this problem with VVIS and VRAD being ignored and not in the compile log within Hammer. When I run the map in-game, everything is fullbright and HDR is disabled. My map has NO LEAKS at all, so that's out of the question. Also, I just updated my RAM to 16 gigs previously 8 gigs, so that's also out of the question. Another thing to add is the Lightmap Scale of all the Brushes is acting finicky, when I turn off Displacements in VisGroups, select everything and open the Face Edit Sheet to change the Lightmap scale to 16, it stays the value of 16. Then I turn all VisGroups off except for Displacements, I then change the Displacements Lightmap Scale to 32 and the value stays. But then if I go back and disable Displacements in VisGroups to change the Lightmap Scale on every Brush except Displacements (essentially just backtracking to the first step with Lightmap Scales), the Lightmap Scale value is blank, even though every Brushes Lightmap Scale is set to 16, and then Vice Versa with the Displacements Lightmap Scales, and I can tell you that every Displacements Lightmap Scale is set to 32 and every Brushes Lightmap Scale is set to 16. The only thing I know and have a lead on is that i'm getting the "Out of memory or address space. Texture quality setting may be too high." error.

So my map also has some weird geometry Brushes, I turned them all into func_detail so that they'll be ignored when compiling, but that could be the problem so correct me if i'm wrong. When I check for problems, there is no problems at all. (well technically, the only problem is the is no player start.)

I'm not sure what to do at this point, and good friend of mine Sitood has been helping me for quite sometime, he's not sure what could be causing the problem either. So Sitood told me to make a post on here to get help.

So, I need people to check my map and tell me what I messed up on.

Screenshots




Compile Log
Code: [Select]
materialPath: E:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading e:\desktop\jump_apparition\jump_apparition.vmf
Patching WVT material: maps/jump_apparition/custom textures/blendrocktograss002_v2_wvt_patch
Patching WVT material: maps/jump_apparition/egypt/sky_sand_waves_01_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...
Merged 2536 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing e:\desktop\jump_apparition\jump_apparition.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/apparition*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/apparition*.vmt
 ! 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 (51) (1298131 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2819 texinfos to 1879
Reduced 40 texdatas to 23 (1386 bytes to 547)
Writing e:\desktop\jump_apparition\jump_apparition.bsp
Wrote ZIP buffer, estimated size 171517, actual size 168891
52 seconds elapsed



4 threads
reading e:\desktop\jump_apparition\jump_apparition.bsp
reading e:\desktop\jump_apparition\jump_apparition.prt
1510 portalclusters
4050 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 271 visible clusters (0.12%)
Total clusters visible: 230569
Average clusters visible: 152
Building PAS...
Average clusters audible: 186
visdatasize:117635  compressed from 579840
writing e:\desktop\jump_apparition\jump_apparition.bsp
33 seconds elapsed



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

Loading e:\desktop\jump_apparition\jump_apparition.bsp
20617 faces
155030224 square feet [22324353024.00 square inches]
43 Displacements
753308 Square Feet [108476488.00 Square Inches]
20617 patches before subdivision
1339329 patches after subdivision
2063 direct lights
[b]0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...Out of memory or address space.  Texture quality setting may be too high.[/b]

Everything related to my map is here. Let me know if I forgot anything!
https://dl.dropboxusercontent.com/s/d8aqbiih3nj5pbk/jump_apparition.zip

If you need to contact me, add me on steam.
http://steamcommunity.com/profiles/76561198066037991


?oss

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first of all you cant change the lightmap scale of displacements as they are always per vertex
secondly "Out of memory or address space. Texture quality setting may be too high." is exactly the reason your ap is fullbright since it crashes vrad
Id guess your light textures are the culprit in this case
replace all light textures with some temporary replacements and try to compile that way just to be sure
idk why would you still use them at this point as the lighting they provide is objectively hideous
in my opinion selfillum + light entities of the needed color is a better looking workaround
but if you insist and also if the light textures is the problem you should either up those textures' scale or lighmap scale
one of those reduces the amount of light emmited per unit by the texture which might help
« Last Edit: June 26, 2018, 06:40:14 PM by тoss »


xlxvs

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Ok, I did not know that about Displacements. Also, in my lights.rad file, the texture i'm using lights/blue004 intensity is set to 700, and that I would assume is taking up a huge amount of memory, if that is the case, i'm pretty dumb lol. Would I tone down the intensity value if that's the problem?

This is the code in the lights.rad file.
Code: [Select]
lights/blue004 51 240 255 700


?oss

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Ill be honest hear Ive never had any business with light textures nor I want to
Id really like you to try to compile without light textures on your map to make sure they are indeed the issue
Also I dont think the intensity has too much to do with it its more likely the texture scale itself


xlxvs

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So, replace all the light textures on the map and compile it, what do you mean by the texture scale?



879m

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Your vvis compiled fine, and judging by your 52 second vbsp! your map is pretty huge. So I imagine you just have a crap load of map to light and vrad dies trying to do it. Try reducing lightmap scale to 32, and to 64 on your texture lights. Each square in the lightmap will create one light on texture lights, so the usual way to use them is to have high intensity and low lightmap scale.


pants

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Using .rad textures to largely light a map will kill your compile if the map is even moderately large.  Use sparingly or be prepared to go back and change their lightmap scale until you get a successful compile.


xlxvs

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Yeah, 879m might have had the solution, VVIS and VRAD were in the compile log when I followed what he said for me too do. It's 2 am where I am, so i'm going to wait until later to ckeck. Thanks Pants!


xlxvs

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So, 879m's method seemed to work and the fullbright problem is fixed, although, does increasing the texture lights lightmap scale to a higher value make the textures lights more intense?

The lighting was not as intense before this problem sparked.

Thanks 879m!


879m

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Texture lights have light sources created on them during compiling based on the lightmap scale and the lights.rad file. A scale of 16 will have more lights created than a scale of 32. It should make the texture lights less intense due to there being less light emitted. If you want to change the intensity, edit the lights.rad file.