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Lighting is gone?

CyanBoterham

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So i compiled my map with some parts turned off so it compiles faster in order to find leaks. Now i fixed those leaks and compiled with my settings all back to normal but for some reason my whole map is fullbright now? Any ideas on how i could fix this?


Miagui

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is vrad crashing?if not,try mat_fullbright 0


Oatmeal

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If you kept the game running, then it will stay fullbright after switching from a fullbright map to a map with lighting. Type mat_fullbright 0 in console then or restart the game.

I assume you have a light_environment entity and the lighting worked before?
« Last Edit: January 07, 2015, 01:17:54 PM by Oatmeal »


CyanBoterham

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I dont use light_envirement, only strict light entity.
mat_fullbright 0 doesn't work.
« Last Edit: January 07, 2015, 01:49:19 PM by CyanBoterham »


CyanBoterham

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Valve Software - vrad.exe SSE (Dec  7 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']

Loading c:\users\martijn dekker\desktop\mapstf2\jump_cyan.bsp
Setting up ray-trace acceleration structure... Done (0.11 seconds)
9841 faces
8 degenerate faces
16576285 square feet [2386984960.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9833 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
661851 patches after subdivision
349 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (18)
BuildVisLeafs:       0...
** Executing...
** Command: Copy File


Oatmeal

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Quote
BuildVisLeafs:       0...
** Executing...

Yeah vrad crashed. Didn't you get a windows message?

Anyway, you either still have a leak or your map is so huge that you have to increase the Lightmap Scale of your textures. Select the entire map and increase the value to 24 or something.

See https://developer.valvesoftware.com/wiki/Lightmap#Scale for more information.
« Last Edit: January 07, 2015, 02:10:35 PM by Oatmeal »