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HDR lighting not working
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03-15-2011, 06:54 AM
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#1
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L1: Registered
eXuaL is offline
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HDR lighting not working
Hi guys, New to this site, but lets get to the point:
TF2,
Whenever i compile my map (in expert HDR fullcompile) my map is all lit up, brightened no shadows or whatsoever, now i have quite some lights and 1 or 2 light_environments in them with default HDR settings, so when i load it up in team fortress 2 i get this brightened eye hurting look, i know this has something to do with mat_fullbright , tried to turn that off, but it stays enabled, is there any way i can force it off, or fix my problem?
regards,
eXuaL
P.S. i do have a env_tonemap_controller and a logic auto with setautoexposuremax etc.
compile:
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\ora ngebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\mattieking\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...
Merged 604 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01_hdr weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01_hdr to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01_hdr weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01_hdr 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) (507237 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 2627 texinfos to 1865
Reduced 141 texdatas to 124 (4647 bytes to 3992)
Writing c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.bsp
9 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\ora ngebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.bsp
reading c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.prt
2446 portalclusters
7878 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (961)
Optimized: 9852 visible clusters (0.00%)
Total clusters visible: 765878
Average clusters visible: 313
Building PAS...
Average clusters audible: 1812
visdatasize:1037657 compressed from 1526304
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.bsp
16 minutes, 5 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\ora ngebox\bin\vrad.exe"
** Parameters: -both -final -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" "c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.bsp
Setting up ray-trace acceleration structure... Done (5.36 seconds)
22210 faces
11 degenerate faces
1344345 square feet [193585712.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
22199 patches before subdivision
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.bsp" "c:\program files\steam\steamapps\mattieking\team fortress 2\tf\maps\new_trade.bsp"
** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\team fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\mattieking\team fortress 2\tf" +map "new_trade"
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Last edited by eXuaL; 03-15-2011 at 07:43 AM.
Reason: more info
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03-15-2011, 08:10 AM
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#2
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Mmm, hhhyes. indubitably.
grazr is offline
Posts: 5,356
Thanks: 1,161
Thanked: 3,342
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HDR lighting not working
You've not explained yourself very well but it sounds like vrad didn't work. Your map didn't complete the light calculations. Your vrad log should look something like this:
Code:
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\ctf_sabotage_b2e.bsp
7788 faces
1206460 square feet [173730272.00 square inches]
180 Displacements
98764 Square Feet [14222037.00 Square Inches]
7788 patches before subdivision
165194 patches after subdivision
220 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17371501, max 769
transfer lists: 132.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1231930, 901929, 804903)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(272814, 180632, 139096)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(80408, 50007, 34266)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(29194, 17237, 10599)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(12360, 6838, 3761)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(5763, 2941, 1438)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2842, 1322, 573)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1446, 609, 234)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(749, 284, 96)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(391, 134, 40)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(206, 63, 17)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(108, 30, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(57, 14, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(30, 7, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(16, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(8, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0575 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 84/1024 4032/49152 ( 8.2%)
brushes 2177/8192 26124/98304 (26.6%)
brushsides 14287/65536 114296/524288 (21.8%)
planes 4288/65536 85760/1310720 ( 6.5%)
vertexes 14465/65536 173580/786432 (22.1%)
nodes 3377/65536 108064/2097152 ( 5.2%)
texinfos 2552/12288 183744/884736 (20.8%)
texdata 194/2048 6208/65536 ( 9.5%)
dispinfos 180/0 31680/0 ( 0.0%)
disp_verts 5172/0 103440/0 ( 0.0%)
disp_tris 6912/0 13824/0 ( 0.0%)
disp_lmsamples 347748/0 347748/0 ( 0.0%)
faces 7788/65536 436128/3670016 (11.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5350/65536 299600/3670016 ( 8.2%)
leaves 3462/65536 110784/2097152 ( 5.3%)
leaffaces 9717/65536 19434/131072 (14.8%)
leafbrushes 4556/65536 9112/131072 ( 7.0%)
areas 19/256 152/2048 ( 7.4%)
surfedges 60323/512000 241292/2048000 (11.8%)
edges 39823/256000 159292/1024000 (15.6%)
LDR worldlights 220/8192 19360/720896 ( 2.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 882/32768 8820/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18222/65536 36444/131072 (27.8%)
cubemapsamples 68/1024 1088/16384 ( 6.6%)
overlays 185/512 65120/180224 (36.1%)
LDR lightdata [variable] 5936912/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 200057/16777216 ( 1.2%)
entdata [variable] 129730/393216 (33.0%)
LDR ambient table 3462/65536 13848/262144 ( 5.3%)
HDR ambient table 3462/65536 13848/262144 ( 5.3%)
LDR leaf ambient 14294/65536 400232/1835008 (21.8%)
HDR leaf ambient 3462/65536 96936/1835008 ( 5.3%)
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] 1/97912 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/81318 ( 0.0%)
pakfile [variable] 7193473/0 ( 0.0%)
physics [variable] 778178/4194304 (18.6%)
physics terrain [variable] 20644/1048576 ( 2.0%)
Level flags = 0
Total triangle count: 23267
Writing c:\program files (x86)\steam\steamapps\ctf_sabotage_b2e.bsp
59 seconds elapsed
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\ctf_sabotage_b2e.bsp
7788 faces
1206460 square feet [173730272.00 square inches]
180 Displacements
98764 Square Feet [14222037.00 Square Inches]
7788 patches before subdivision
165194 patches after subdivision
220 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17371501, max 769
transfer lists: 132.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1226903, 897493, 801010)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(271385, 179439, 138117)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(80018, 49701, 34031)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(29086, 17157, 10542)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(12330, 6817, 3746)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(5754, 2935, 1435)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2840, 1321, 572)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1445, 609, 233)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(748, 284, 96)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(391, 134, 40)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(206, 63, 17)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(108, 30, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(57, 14, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(30, 7, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(16, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(8, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0611 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 84/1024 4032/49152 ( 8.2%)
brushes 2177/8192 26124/98304 (26.6%)
brushsides 14287/65536 114296/524288 (21.8%)
planes 4288/65536 85760/1310720 ( 6.5%)
vertexes 14465/65536 173580/786432 (22.1%)
nodes 3377/65536 108064/2097152 ( 5.2%)
texinfos 2552/12288 183744/884736 (20.8%)
texdata 194/2048 6208/65536 ( 9.5%)
dispinfos 180/0 31680/0 ( 0.0%)
disp_verts 5172/0 103440/0 ( 0.0%)
disp_tris 6912/0 13824/0 ( 0.0%)
disp_lmsamples 347748/0 347748/0 ( 0.0%)
faces 7788/65536 436128/3670016 (11.9%)
hdr faces 7788/65536 436128/3670016 (11.9%)
origfaces 5350/65536 299600/3670016 ( 8.2%)
leaves 3462/65536 110784/2097152 ( 5.3%)
leaffaces 9717/65536 19434/131072 (14.8%)
leafbrushes 4556/65536 9112/131072 ( 7.0%)
areas 19/256 152/2048 ( 7.4%)
surfedges 60323/512000 241292/2048000 (11.8%)
edges 39823/256000 159292/1024000 (15.6%)
LDR worldlights 220/8192 19360/720896 ( 2.7%)
HDR worldlights 220/8192 19360/720896 ( 2.7%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 882/32768 8820/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18222/65536 36444/131072 (27.8%)
cubemapsamples 68/1024 1088/16384 ( 6.6%)
overlays 185/512 65120/180224 (36.1%)
LDR lightdata [variable] 5936912/0 ( 0.0%)
HDR lightdata [variable] 5936912/0 ( 0.0%)
visdata [variable] 200057/16777216 ( 1.2%)
entdata [variable] 129730/393216 (33.0%)
LDR ambient table 3462/65536 13848/262144 ( 5.3%)
HDR ambient table 3462/65536 13848/262144 ( 5.3%)
LDR leaf ambient 14294/65536 400232/1835008 (21.8%)
HDR leaf ambient 14293/65536 400204/1835008 (21.8%)
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] 1/97912 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/81318 ( 0.0%)
pakfile [variable] 7193473/0 ( 0.0%)
physics [variable] 778178/4194304 (18.6%)
physics terrain [variable] 20644/1048576 ( 2.0%)
Level flags = 0
Total triangle count: 23267
Writing c:\program files (x86)\steam\steamapps\ctf_sabotage_b2e.bsp
1 minute, 0 seconds elapsed
I've marked in yellow what is missing from your log and it doesn't look like you had any lights in your map at all, or the fact that you have multiple light_environments is causing conflicts in the vrad process. I'm not sure, i wouldn't have expected it to crash like this, just use the first environment light placed and ignore the others. Either way, notice the 2 areas of the log that repeat with #20 light bounces. The first light bounce calculation is LDR and the second is HDR.
You have neither and probably explains why your map is fullbright.
Fullbright is a symptom of no light sources in your map, you cannot turn off mat_fullbright because it is already off. Fullbright occurs when there are no lights in your map or vrad didn't complete. For example if you want to test just your map's geometry you can volounterily skip vrad and test in fullbright as it is quicker.
Either your map has leaked and vrad broke, or you have too many light_environments (you should only have 1), or you havn't used the skybox texture so that the light_environment can illuminate your map in the first place. Light is not cast directly from the light_environment entity it is cast from the skybox texture when it is applied to a brush (block of geometry).
__________________
Quote:
A Boojum Snark: Don't listen to grazr he is probably drunk
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Last edited by grazr; 03-15-2011 at 08:23 AM.
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03-15-2011, 08:42 AM
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#3
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L1: Registered
eXuaL is offline
Posts: 16
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Thanked: 0
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HDR lighting not working
Hey Grazr
1st: thanks for the quick reply with much information,
If im right there was only 1 light_environment (double checked), and i have over 40 lights, not sure, but i placed alot,
(is there a way to view that? like a entity counter on filter lights?)
i've surely checked on, VRAD, and surely its in my HDR full compile command execute, so it has to be broken down, i mean i even runned HDR fullcompile -final
Now if it has to do something with the skybox (im using sky_Dustbowl_01_hdr)what could that be? i've checked leaks, made a new box and hollowed it out to -32
If you know anything more please reply!
many thanks,
eXuaL
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03-15-2011, 09:17 AM
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#4
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Mmm, hhhyes. indubitably.
grazr is offline
Posts: 5,356
Thanks: 1,161
Thanked: 3,342
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HDR lighting not working
I'd just say try running it not in expert mode, just to see where that gets you.
You can use "entity report" from your menu tab to get a list of all the entities in your map.
You need to have:
To emit light outside, this is what your light_environment uses to cast light.
You may know this much already but since you havn't provided a screenshot of your predicament i can only hazard guesses.
When running it in normal mode make sure you have the HDR box checked.
-final really isn't that important unless you are releasing a RC map, RC = Release Candidate (aka ctf_2fort_rc1, or ctf_badlands_rc3) IE a version of your final release.
__________________
Quote:
A Boojum Snark: Don't listen to grazr he is probably drunk
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Last edited by grazr; 03-15-2011 at 09:19 AM.
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03-15-2011, 10:25 AM
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#5
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Collector of Juju
Sgt Frag is offline
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Thanked: 292
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HDR lighting not working
'im using sky_Dustbowl_01_hdr'
I may be wrong but I never remember seeing a skybox _hdr.
Should just be sky_dustbowl_01
http://wiki.teamfortress.com/wiki/List_of_skyboxes
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03-15-2011, 10:54 AM
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#6
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L1: Registered
eXuaL is offline
Posts: 16
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HDR lighting not working
Hey!
alright, so im now going to try three things
1. I was indeed using the tools/sskybox texture,
And about the _hdr, i've seen this in a few tutorials on youtube and that seemed to work so ill be using standard Skybox settings : sky_dustbowl_01 to try if this works
2. I have indeed found a new leak, i found a model in a innapropiate spot (in block)
3. compiling normal mode, HDR checked
Ill let you guys know in a few hours!
many thanks again!,
eXuaL
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03-15-2011, 11:17 AM
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#7
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Guest
Posts: n/a
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HDR lighting not working
Judging from the amount of times I have seen people mock YouTube tutorials, I wouldn't trust them. I've never seen it either. Could be a custom skybox.
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03-15-2011, 01:37 PM
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#8
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L1: Registered
eXuaL is offline
Posts: 16
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HDR lighting not working
Quote:
Originally Posted by eXuaL
Hey!
alright, so im now going to try three things
1. I was indeed using the tools/sskybox texture,
And about the _hdr, i've seen this in a few tutorials on youtube and that seemed to work so ill be using standard Skybox settings : sky_dustbowl_01 to try if this works
2. I have indeed found a new leak, i found a model in a innapropiate spot (in block)
3. compiling normal mode, HDR checked
Ill let you guys know in a few hours!
many thanks again!,
eXuaL
Alright, i tried it, all no succes
it must be something else, someone have any idea's?
eXuaL
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03-15-2011, 01:38 PM
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#9
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Collector of Juju
Sgt Frag is offline
Posts: 1,430
Thanks: 124
Thanked: 292
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HDR lighting not working
Do you have a leak, lighting wont light properly with one.
Posy some pics of your map, that might help.
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03-15-2011, 01:58 PM
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#10
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L1: Registered
eXuaL is offline
Posts: 16
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Thanked: 0
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HDR lighting not working
ok ill run another compile, and make some screenies (35min for compile) and 10min for screenz
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