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Author Topic: Leaks and Fullbright  (Read 1705 times)
Offline  Torii
Soldier
***

Posts: 108
Whirlwind "Torii Hurricane"
I've been making a map, and for some reason, the map appears fullbright when there are no leaks (no pointfile generated), but when there are, the lighting appears as per normal.

"mat_fullbright 0" doesn't work
I checked all my lights, I don't see anything wrong with them
I've tried setting vis/rad to normal instead of fast, and using HDR

The compile log doesn't seem to have anything out of the ordinary...
Code: [Select]
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\fts\Desktop\jump_torii.vmf
Patching WVT material: maps/jump_torii/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/jump_torii/nature/blenddirtgrass001b_wvt_patch
Patching WVT material: maps/jump_torii/nature/blenddirtgrass001a_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\fts\Desktop\jump_torii.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_08*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_08*.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 (12) (218658 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 223 texinfos to 140
Reduced 34 texdatas to 22 (1289 bytes to 855)
Writing C:\Users\fts\Desktop\jump_torii.bsp
13 seconds elapsed



8 threads
reading c:\users\fts\desktop\jump_torii.bsp
reading c:\users\fts\desktop\jump_torii.prt
 587 portalclusters
1320 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 213 visible clusters (0.36%)
Total clusters visible: 59100
Average clusters visible: 100
Building PAS...
Average clusters audible: 226
visdatasize:39276  compressed from 93920
writing c:\users\fts\desktop\jump_torii.bsp
0 seconds elapsed



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

Loading c:\users\fts\desktop\jump_torii.bsp
5154 faces
12459586 square feet [1794180352.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5154 patches before subdivision
305320 patches after subdivision
16 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3..


I don't even


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Rocketman
*****

Posts: 518
No tears now; only dreams
Running it through interlopers.net/errors gives me:

Code: [Select]
Note: It appears vbsp was not included in this compile log.
Not running vbsp may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.

Note: It appears vvis was not included in this compile log.
Not running vvis may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.

Note: It appears vrad was not included in this compile log.
Not running vrad may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.

Not the full compile log???


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Offline  Torii
Soldier
***

Posts: 108
Whirlwind "Torii Hurricane"
Running it through interlopers.net/errors gives me:

Code: [Select]
Note: It appears vbsp was not included in this compile log.
Not running vbsp may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.

Note: It appears vvis was not included in this compile log.
Not running vvis may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.

Note: It appears vrad was not included in this compile log.
Not running vrad may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.

Not the full compile log???


Ok, I compiled it again and used the copy to clipboard option.

Code: [Select]
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\fts\Desktop\jump_torii.vmf"

Valve Software - vbsp.exe (Jun 12 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\fts\Desktop\jump_torii.vmf
Patching WVT material: maps/jump_torii/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/jump_torii/nature/blenddirtgrass001b_wvt_patch
Patching WVT material: maps/jump_torii/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/jump_torii/winter/blendgrasstograss002_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\fts\Desktop\jump_torii.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/mpa115*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/mpa115*.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 (13) (239786 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 269 texinfos to 163
Reduced 43 texdatas to 27 (1737 bytes to 1071)
Writing C:\Users\fts\Desktop\jump_torii.bsp
15 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\fts\Desktop\jump_torii"

Valve Software - vvis.exe (Jun 12 2013)
8 threads
reading c:\users\fts\desktop\jump_torii.bsp
reading c:\users\fts\desktop\jump_torii.prt
 740 portalclusters
1702 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: 220 visible clusters (0.30%)
Total clusters visible: 72582
Average clusters visible: 98
Building PAS...
Average clusters audible: 210
visdatasize:50008  compressed from 142080
writing c:\users\fts\desktop\jump_torii.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\fts\Desktop\jump_torii"

Valve Software - vrad.exe SSE (Jun 12 2013)

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

Loading c:\users\fts\desktop\jump_torii.bsp
Setting up ray-trace acceleration structure... Done (0.41 seconds)
5770 faces
30135516 square feet [4339514368.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5770 patches before subdivision
343388 patches after subdivision
sun extent from map=0.000000
16 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (19)
BuildVisLeafs:       0...1...2...3...4...
** Executing...
** Command: Copy File
** Parameters: "C:\Users\fts\Desktop\jump_torii.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jump_torii.bsp"


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Offline  X_DIAS
Rocketman
***

Posts: 643
The world is a cube
you should have checked by yourself on interloopers xD

anyway, i did and came up with no errors.....


also-------WHY DOES EVERYONE HAS/IS making maps named after them............ i feel bad now......
   
Offline  Torii
Soldier
***

Posts: 108
Whirlwind "Torii Hurricane"
you should have checked by yourself on interloopers xD

anyway, i did and came up with no errors.....


also-------WHY DOES EVERYONE HAS/IS making maps named after them............ i feel bad now......

Lol I did, just thought it might have come with some useful information.
It's a tentative name ;).


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Maggot
*

Posts: 49
ok, 2 options here:

first: you didn't send us the full compile log

second: i found a part of your problem...

read the compile log, and found it ending like this:



Loading c:\users\fts\desktop\jump_torii.bsp
Setting up ray-trace acceleration structure... Done (0.41 seconds)
5770 faces
30135516 square feet [4339514368.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5770 patches before subdivision
343388 patches after subdivision
sun extent from map=0.000000
16 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (19)
BuildVisLeafs:       0...1...2...3...4...
** Executing...
** Command: Copy File
** Parameters: "C:\Users\fts\Desktop\jump_torii.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jump_torii.bsp"



to put it bluntly:
it starts compiling rad *Setting up ray-trace acceleration structure... Done (0.41 seconds)*
builds face lights
and just abruptly stops on VisLeafs...

find out why it stops the compile there, and you have found the problem. . .

small explanations:
what are vis leafs? Vis leafs are boxes without anything to break line of sight on your map. those boxes together make up the visual base structure of your map, and enable *vis* on the second compile step to compile visibility in your map. So basically from which room you can look into which other room. So when ingame, it can use those informations to draw only the things you can actually see, so you don't have to render the whole map all the time.

rad (lighting calculation) also uses those informations, to see which lights reach what solids, so lights don't shine through walls and stuff (id guess in reality its a bit more complicated, but as far as i know, thats pretty much what that step does)


so, what can lead to our compile suddenly stopping there?
a lot of things can lead to that:
a) your processor is overheating (had that happen before... compiles stopped at totally random times, and i had no clue why)
b) your light information is too large for rad to compile (check windows performance monitor if rad hits over 1.2 gig of memory usage, thats about when it gets critical without a workaround)
c) something about your vis leafs is weird / broken

C is the option i would place my bet on, since when you compile with a leak, vis is pretty much ignored, breaking water rendering on the way... and your lighting compiles with a leak.

Try setting vis to "fast", or to "no", and see what happens with that. Does the problem still persist? If it doesn't we just got a step closer to finding your problem, if it does... well, that at least rules out something xD



another option to go for would be a)... even if it sounds stupid at first, because:


305320 patches after subdivision
16 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3..


this is how the first log ended, in midst of some compile step, and it was a different one than the second step!


So mb your hardware stops the compile from working properly (as in not enough memory accessable, or cpu overheating, or something like that)



id go for one of those 2 things, but you really don't give us much to work with here xD


for the second option to be ruled out:
can you post your appropriate specs? as in cpu model, ammount of physical memory (ram + virtual memory), and cpu temperature when compiling?
   
Offline  Torii
Soldier
***

Posts: 108
Whirlwind "Torii Hurricane"
stuff

dabes answer.

The first log I posted was from the jump_torii.log
The second log was using the "copy from clipboard" option after a compile.

Anyway, I compiled without VIS, lighting comes out fine, but water doesn't show. (no leaks (no pointfile)

My specs are
Intel i7-2670QM CPU @ 2.2GHz
12288mb of RAM, by virtual memory I assume it's the page file, which according to dxdiag.exe
7495mb used, 17033mb available

As for temperature when compiling...
Initial CPU temp was 50 deg celcius before compiling, during compiling highest temp reached was 54 deg celcius
So cpu overheating is out.

But, looking at the processes manager during compile, vrad.exe goes up to 1.6gb of memory
So... Maybe I did some demonic shit to my lights.

Could it be the copious amounts of skybox textures I used?


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Offline  X_DIAS
Rocketman
***

Posts: 643
The world is a cube
Could it be the copious amounts of skybox textures I used?

Explain this plox
   
Offline  Torii
Soldier
***

Posts: 108
Whirlwind "Torii Hurricane"
Could it be the copious amounts of skybox textures I used?

Explain this plox

I have skybox textures in like, every jump, like a 7 rocket sync distance jump that has glass surrounded by skybox textures on the 2 walls and ceilings, so you can imagine you can probably see the rest of the map from it.

I guess that's pretty bad, maybe I'll remove some of it and see how.


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Offline  X_DIAS
Rocketman
***

Posts: 643
The world is a cube
not that.....
what i'm understanding is that you have skybox texture in 2 faces of a brush and the rest is any other texture....
at least seems to me that that's what you are saying, and if so, that's soooo wrong
   
Offline  Torii
Soldier
***

Posts: 108
Whirlwind "Torii Hurricane"
not that.....
what i'm understanding is that you have skybox texture in 2 faces of a brush and the rest is any other texture....
at least seems to me that that's what you are saying, and if so, that's soooo wrong

I don't really get what you're saying :/. I texture one face of a block with skybox and put it usually as a ceiling, accompanied by some glass under it.


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Offline  Drexen
Rocketeer
***

Posts: 282
Ok this thread is way over complicating things. BuildVisLeafs:       0...1...2...3...4...

So its crashing on BuildVisLeafs. Every mapper will have this problem at some point, simply means theres too much lightmap data, so you have to reduce the lightmap resolution on brushes.


Just select all geometry, open the face edit sheet, change the lightmap data from 16 to 20/22/24, what ever gets it to work.




Edit: Reading the compile log is much better than the interlopers compile error checker, i find its a waste of time using it.

Edit edit: Plez add me for any hammer-ing questions
« Last Edit: June 15, 2013, 01:38:15 PM by Drexen »
   
Offline  Torii
Soldier
***

Posts: 108
Whirlwind "Torii Hurricane"
Holy shit, changed it to a value of 24 and now it works. pro drexen

thanks to all who helped <3.


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Offline  X_DIAS
Rocketman
***

Posts: 643
The world is a cube
not that.....
what i'm understanding is that you have skybox texture in 2 faces of a brush and the rest is any other texture....
at least seems to me that that's what you are saying, and if so, that's soooo wrong

I don't really get what you're saying :/. I texture one face of a block with skybox and put it usually as a ceiling, accompanied by some glass under it.

^^ exactly what you shouldn't do
the whole "sky brush" should be textured with the skybox2d texture, and not just the face players will see.


at least that's how i think it should, correct me if i'm wrong
   
Offline  CrancK
Rocketeer
*

ehh... what?
Posts: 397
dude...
does what xdias say, actually matter?

cos i think i've always done skyboxes the "bad" way then... though never had any problems with them (rest of skybox is nodraw tho... not a "real" texture)


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