how to turn off fullbright? Created 17 years ago2007-05-24 16:00:39 UTC by Snusmumrikken Snusmumrikken

Created 17 years ago2007-05-24 16:00:39 UTC by Snusmumrikken Snusmumrikken

Posted 17 years ago2007-05-24 16:00:39 UTC Post #223328
dunno if its the right forum thou...
but anyways,
i made this map...(cs source map)
i made sure i dont have any entities outside the map and i have a 3d skybox...
i have a sun, and some lights but none of them is working, cos i dont want the whole map to be fully lighted.(it seems a little strange to have light in a closed hole without any light there:/ )
and i also tried with a hl2 prefab skybox around the map, and it worked for a little while.... but not any more:O
so, any1 got a suggestion?
^_^
Posted 17 years ago2007-05-24 16:04:11 UTC Post #223329
Right this is the right forum so well done.

Ok so I would suggest posting the compile log so I can see any errors that might make it fullbright.

My other suggestion is when you push F9 is VRAD ticked on Normal?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-05-24 16:10:35 UTC Post #223331
oh, i guess ill compile the map with "Normal" then, and try that^^
i always did "fast" cos its so much faster:p

anyways here is the compile stuff ^^
** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:program filessteamsteamappsjoka91counter-strike sourcecstrikematerials
Loading C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
** leaked **
Entity func_water_analog (-16.50 -3049.50 -66.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0, 4096.0, -382.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14336.0, 3584.0, -382.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14336.0, 2560.0, -382.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0, 4096.0, -382.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0, 4096.0, -382.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14336.0, 1536.0, -382.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14336.0, 512.0, -382.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14336.0, -512.0, -382.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

** Suppressing further FindPortalSide errors.... **
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)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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 (0) (201314 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 357 texinfos to 272
Reduced 57 texdatas to 46 (1612 bytes to 1129)
Writing C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.bsp
7 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" -fast "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
2 threads
reading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.bsp
reading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.prt
LoadPortals: couldn't read c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.prt

** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" -noextra "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli"

Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.bsp
No vis information, direct lighting only.
5719 faces
1 degenerate faces
3344348 square feet [481586240.00 square inches]
2 displacements
19355 square feet [2787247.50 square inches]
74 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (135)
Build Patch/Sample Hash Table(s).....Done<0.0649 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 27/1024 1296/49152 ( 2.6%)
brushes 3253/8192 39036/98304 (39.7%)
brushsides 20734/65536 165872/524288 (31.6%)
planes 3466/65536 69320/1310720 ( 5.3%)
vertexes 8622/65536 103464/786432 (13.2%)
nodes 4276/65536 136832/2097152 ( 6.5%)
texinfos 272/12288 19584/884736 ( 2.2%)
texdata 46/2048 1472/65536 ( 2.2%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 162/0 3240/0 ( 0.0%)
disp_tris 256/0 512/0 ( 0.0%)
disp_lmsamples 34548/0 34548/0 ( 0.0%)
faces 5719/65536 320264/3670016 ( 8.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2141/65536 119896/3670016 ( 3.3%)
leaves 4304/65536 137728/2097152 ( 6.6%)
leaffaces 6594/65536 13188/131072 (10.1%)
leafbrushes 2685/65536 5370/131072 ( 4.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 35628/512000 142512/2048000 ( 7.0%)
edges 18979/256000 75916/1024000 ( 7.4%)
LDR worldlights 74/8192 6512/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 512/32768 5120/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7437/65536 14874/131072 (11.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7464388/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 45148/393216 (11.5%)
LDR leaf ambient 4304/65536 103296/1572864 ( 6.6%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
static props [variable] 1/3986 ( 0.0%)
pakfile [variable] 22949/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 201314/4194304 ( 4.8%)

Total Win32 BSP file data space used: 9254029 bytes

Total triangle count: 15383
Writing c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.bsp
2 minutes, 18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.bsp" "c:program filessteamsteamappsjoka91counter-strike sourcecstrikemapssdm_orntli.bsp"
Posted 17 years ago2007-05-24 16:13:30 UTC Post #223333
This is your problem
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...1
0 (2)
** leaked **
There is a gap in your map somewhere which links the map to the void outside.

Look through the Hammer menus and select "Load Default Pointfile" and Hammer will draw a line in the views to show you where it is.

Find it.

Follow it.
Posted 17 years ago2007-05-24 16:16:56 UTC Post #223334
yay it worked now^^ i just deleted some messed up displacements...
i guess it was a gap there...

thank you for your help Playbus and Habboi^^
Posted 17 years ago2007-05-24 17:01:33 UTC Post #223336
Ah and if you didn't know displacements don't seal a map from the void so you have to place a skybox under it. That doesn't mean just place a huge box around the map with sky textured on it as this just adds to the lag and compile times are longer.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-05-24 23:00:42 UTC Post #223377
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14336.0, -512.0, -382.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
That's not good either. I think you have some concave brushes somewhere (I haven't seen an error like this before, so I could be wrong).

Go to the coordinates it specifies and look for some bad brushwork.
Posted 17 years ago2007-05-25 07:39:03 UTC Post #223416
Even so it shouldn't bring up an error like that since I used to hollow box my maps all the time until recently...
Habboi HabboiSticky White Love Glue
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