Compiled w/ BSP & Rad - Map Fullbright Created 17 years ago2007-01-30 01:14:30 UTC by Rory Rory

Created 17 years ago2007-01-30 01:14:30 UTC by Rory Rory

Posted 17 years ago2007-01-30 01:14:30 UTC Post #211107
No compile log, but I checked it for errors and leaks - No leaks and no errors.

Anyone know why it's fullbright? RAD is for lights and such, vis is for detail - I didn't run VIS because it crashes on "2..."

So if RAD ran alright, why's it still fullbright?

[EDIT]
OK I'm just going to stop posting now.. It seems GMod automatically starts with mat_fullbright 1

However the walls sometimes go pitch black, is this because I didn't run VIS?
Posted 17 years ago2007-01-30 07:51:49 UTC Post #211117
You have to run VIS because it provides a lot of information for RAD to work with. (At least thats the way I understand it.)

Otherwise have you got any envmaps set up? And have you prompted the game to 'build' them if you have?

(i.e. Console - type 'build_envmaps') <--I think. It usually comes up if you just type build.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-01-30 08:30:17 UTC Post #211120
build cubemaps, actually.
AJ AJGlorious Overlord
Posted 17 years ago2007-01-30 15:15:42 UTC Post #211147
Ok I did that, but VIS stops at "0...1...2...3" on the second load (I think its portal something)

materialPath: c:gamessteamsteamappsrory84half-life 2 deathmatchhl2mpmaterials
Loading C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.vmf
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 (1)
writing C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.prt...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 (1) (332845 bytes)
Error! prop_static using model "models/props_c17/cashregister01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/cashregister01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1328 texinfos to 691
Reduced 120 texdatas to 94 (5366 bytes to 4213)
Writing C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.bsp
8 seconds elapsed

1 threads
reading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.bsp
reading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.prt
1742 portalclusters
5106 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3

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

Loading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.bsp
No vis information, direct lighting only.
6546 faces
1970360 square feet [283731904.00 square inches]
12 displacements
55 square feet [8020.72 square inches]
176 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.1235 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
84 of 112 (75% 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 36/1024 1728/49152 ( 3.5%)
brushes 809/8192 9708/98304 ( 9.9%)
brushsides 6526/65536 52208/524288 (10.0%)
planes 7460/65536 149200/1310720 (11.4%)
vertexes 12477/65536 149724/786432 (19.0%)
nodes 3840/65536 122880/2097152 ( 5.9%)
texinfos 691/12288 49752/884736 ( 5.6%)
texdata 94/2048 3008/65536 ( 4.6%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 300/0 6000/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 392/0 392/0 ( 0.0%)
faces 6546/65536 366576/3670016 (10.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2811/65536 157416/3670016 ( 4.3%)
leaves 3877/65536 124064/2097152 ( 5.9%)
leaffaces 7349/65536 14698/131072 (11.2%)
leafbrushes 3160/65536 6320/131072 ( 4.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 42250/512000 169000/2048000 ( 8.3%)
edges 23033/256000 92132/1024000 ( 9.0%)
LDR worldlights 176/8192 15488/720896 ( 2.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 486/32768 4860/327680 ( 1.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7443/65536 14886/131072 (11.4%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5788868/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 37747/393216 ( 9.6%)
LDR leaf ambient 3877/65536 93048/1572864 ( 5.9%)
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] 1/1448 ( 0.1%)
pakfile [variable] 176569/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 332845/4194304 ( 7.9%)

Total Win32 BSP file data space used: 7942239 bytes

Total triangle count: 17694
Writing c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.bsp
9 minutes, 30 seconds elapsed
Posted 17 years ago2007-01-31 03:58:50 UTC Post #211229
1. "models/props_c17/cashregister01a.mdl", which must be used on a dynamic entity (i.e. prop_physics).

-- Make the model in question a prop_dynamic, just dont make it move.. same difference, and your compile log wont whine.

2. type "mat_fullbright 0" into your consol

3. If its still screwed up, go up into hammers menus and go map>>load pointfile.. at that point, a red line should guide you as to where your leak is. (if its not under the map tab, load pointfiles is somewhere up there.. its there, trust me)
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2007-01-31 13:10:36 UTC Post #211272
It's something that can be easily overlooked, but ensure that you have at least 1 light entity in the map. Lack of any light entities results in a fullbright map. I have no idea whether or not it can cause VIS to stop at "2.." but it's worth a try.
Posted 17 years ago2007-02-05 15:15:13 UTC Post #211714
Posted by RAD log
No vis information, direct lighting only.
RAD doesn't run properly without information from VIS. It does still have an effect though, so that would suggest a leak in the map, or as someone suggested earlier, no light entities (or cubemaps). Also,
Posted by BSP log
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
That can't be too helpful.

VIS probably isn't crashing at 2.. I've never known the compile tools to crash (am I just lucky?). But if your map is even slightly complicated and you haven't optimized it (something which can be tricky to do well) this can cause VIS to take many hours to run.
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