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HDR lighting not working  Thread Tools Reply
Old 03-15-2011, 03:40 PM   #11
eXuaL
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Default HDR lighting not working


hi again,
i tried running a compile,
1st time hammer crashed
2nd time it has put up with a strange compile log and DEFINATLY a strange map, nothing was rendered walls were missing etc, couldnt make any decent screenshot of the map

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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 604 detail faces...done (1)
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 (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.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
Overlay touching too many faces (touching 70, max 64)
Overlay overlays/logo_blue_white at 1085.9 177.0 -2.0

** 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
3171 portalclusters
10307 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2584)
Optimized: 18551 visible clusters (0.00%)
Total clusters visible: 1186956
Average clusters visible: 374
Building PAS...
Average clusters audible: 2337
visdatasize:1673137 compressed from 2536800
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.bsp
43 minutes, 12 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\ora ngebox\bin\vrad.exe"
** Parameters: -both -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 (6.11 seconds)
23731 faces
11 degenerate faces
1392388 square feet [200504000.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
23720 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch

** 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\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 (1)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 604 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.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
Overlay touching too many faces (touching 70, max 64)
Overlay overlays/logo_blue_white at 1085.9 177.0 -2.0


Why stop here and do it twice?
whats wrong?

eXuaL
 
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Old 03-15-2011, 03:52 PM   #12
ardysqrrl
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Default HDR lighting not working


Overlay touching too many faces (touching 70, max 64)
Overlay overlays/logo_blue_white at 1085.9 177.0 -2.0

that is a fatal error. Fix that overlay.

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Old 03-15-2011, 05:01 PM   #13
eXuaL
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Default HDR lighting not working


hi again,

Ok so i removed those overlays and compiled a again, back to squares, still no changes in lighting

Schreenshots:

http://steamcommunity.com/id/exual/screenshots/

My new 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.vmf"

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 (1)
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 (2)
writing C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.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 (1) (622501 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 3878 texinfos to 2583
Reduced 211 texdatas to 186 (7713 bytes to 6737)
Writing C:\Program Files\Steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.bsp
12 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
3178 portalclusters
10306 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2578)
Optimized: 18610 visible clusters (0.00%)
Total clusters visible: 1188342
Average clusters visible: 373
Building PAS...
Average clusters audible: 2334
visdatasize:1677987 compressed from 2542400
writing c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.bsp
43 minutes, 5 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\ora ngebox\bin\vrad.exe"
** Parameters: -both -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 (6.22 seconds)
24130 faces
11 degenerate faces
1398108 square feet [201327552.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
24119 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch

** 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"

hopefully anyone finds mistake,

I'm back on this tomorow
Regards,

eXuaL
 
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Old 03-15-2011, 05:30 PM   #14
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Default HDR lighting not working


Well, you got through vbsp that time so you got rid of the last problem.

Vvis looks suspicious to me.

3178 portalclusters
10306 numportals

I have a 5 cap point map that I'm working on, the middle is VERY detailed and I'm at 900 clusters and 2000 numportals. It might not be the largest map but it's pretty close to standard size.

So I'm thinking you probably have a LOT of brushes in your map that can be func_detailed. Anything that isn't a major wall, or seals to void can be func_detailed. That'll bring that count WAY down. Your map will run much better with far fewer leafs.

all the details like the sniper screens, the red/blu trims (cross on wall), beams in skylight, glass windows). that all needs func_detailed. Be sure to put nodraw on all unseen faces of those brushes and func_details don't get culled like worldspawn during compile.

this MIGHT also be leading to an error in lighting (but I'm not completely sure)
-----
Vrad is starting, but it is not finishing.

zero area child patch
zero area child patch
zero area child patch
zero area child patch

that is probably the problem.
http://forums.tf2maps.net/showthread.php?t=8474
http://forums.tf2maps.net/showthread.php?t=5671

it seems lightmaps may be an issue.
1- did you change scale of lightmaps in the texture browser?
2- you may have too many faces being baked??? -If you have too many detailing brushes left as worldspawn you will be cutting all the world brushes up into too many tris. See above notes about func_detailing.

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Last edited by Sgt Frag; 03-15-2011 at 05:33 PM.
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Old 03-15-2011, 06:38 PM   #15
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Default HDR lighting not working


I'm sorry, I don't have much to help with this discussion, but:

Quote:
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2578)
God almighty...
 
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Old 03-15-2011, 07:00 PM   #16
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Default HDR lighting not working


So that's 2578 portals? As in 2578 places where visleaves meet up? Because yeah... that's... too many.

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Old 03-15-2011, 07:05 PM   #17
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Default HDR lighting not working


Quote:
Originally Posted by stevethepocket View Post
So that's 2578 portals? As in 2578 places where visleaves meet up? Because yeah... that's... too many.
No, that's seconds. That's how long VVIS took to compile. Dev maps take 5 seconds or less. I've never seen a fully mature map take more than 60.
 
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Old 03-16-2011, 01:21 AM   #18
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Default HDR lighting not working


Hey guys,

Thanks for all the information, will try out when i get back from school.
I found out i had the walls in WHOLE spawn set to lightmapscale 1!!, turn that up to 8 in combination of func_detailing and the compile will go alot faster indeed.

this func detailing is actually making a few brushes in one big brush if im right?, so select a few or more brushes and make them func_detail?
If thats so ill be on that, scaling lightmaps down and look if that works

Regards,

eXuaL
 
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Old 03-16-2011, 02:28 AM   #19
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Default HDR lighting not working


use a lightmap scale of 16 until you've developed your map more. 16 is default, so you must have copied the texture from another map with a scale of 1 or accidently used the lightmap scale when you were trying to modify something else in the texture window.

func_detail isn't for combining brushes it tells vvis to ignore that brush so that it doesn't cut into the empty volume within the world. The empty space in the world is divided into small volumes and when a player occupies one of these volumes (a visleaf) the faces of these volumes (visportal) dictate what is rendered. If you have too many of these visleaf's, for instance around complicated geometry many tiny visleaf's may get created, this can cause issues such as extremely long compile times, and poor ingame performance. The reason your compile is failing is because the math involved in calculating what brush faces are seen from what visleafs/visportals is too much for either your computer to handle memory wise, or beyond the Source engines limitations.

You need to drastically reduce the number of visleafs in your map.



As you can see in this image i have loaded the portal file. This is found next to your pointfil on the menu tab. It loads up your visleaf's when the compile log has finished computing them. This may be a bit far for you because if your compile log is failing because of vvis, vvis may not have finished computing a portalfile for you. Either way you need to learn this.

The blue lines in these camera views are coming off in all sorts of angles, this is bad. by turning the metal plate in the top right camera view, or the wooden sign in the top left camera view into a func_detail, vvis will ignore that object in the compile process and it will not cut into the empty volume and subsequently reduce the number of visleaf's created. Reducing file size and decreasing compile time.

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Last edited by grazr; 03-16-2011 at 02:39 AM.
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Old 03-16-2011, 07:35 AM   #20
eXuaL
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Default HDR lighting not working


ok so i did some things and im going not that well, my compile just crashes i have now:


** 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.vmf"

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
Error: displacement found on a(n) func_detail entity - not supported (entity 1236, brush 25)


** 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
LoadPortals: couldn't read c:\program files\steam\steamapps\mattieking\sourcesdk_content \tf\mapsrc\new_trade.prt


** Executing...
** Command: "c:\program files\steam\steamapps\mattieking\sourcesdk\bin\ora ngebox\bin\vrad.exe"
** Parameters: -both -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 (6.27 seconds)
24130 faces
11 degenerate faces
1398108 square feet [201327552.00 square inches]
10 Displacements
17497 Square Feet [2519583.25 Square Inches]
24119 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch

** 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"

i can see here i have mistake
Error: displacement found on a(n) func_detail entity - not supported (entity 1236, brush 25)
but i can't seem to find it, other fixes i've done is set spawnroom walls to 16 lightmap scale

IF anyone is intrested in the .vmf to take a look send me a PM or add me on steam : Mattieking
thanks!

eXuaL
 
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