'Invisible' leak?

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Farragar
73 Posts
Posted Apr 12, 2008
So, last night I compiled what was to probably be the final compile before release of my map, 'The Electric Castle'. Expecting it to take a few hours I left it overnight, but when I got up this morning I had a quick look through the compile log to see it took... 8 minutes. Great. The number of direct lights has also reduced from around 5,000 to 600 odd. Thinking I had a leak I loaded up the pointfile but nothing. And sure enough, all the light bounces had still been calculated.

I did a quick play through and something is clearly wrong with the lighting; some of the plastic surfaces (the ones with the circles on) have turned matt black, and there are a few square black patches just on standard test chamber floor.

If anyone has heard of similar problems and could point me on the right track then it'd be greatly appreciated, Thanks.

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Fusion
77 Posts
Posted Apr 12, 2008
Replied 40 minutes later
I've never had this problem with making maps before. Are you using entity lights, texture lights or both? Are you using HDR lighting?
Probably all I can suggest is to make sure the surfaces that are going black are either world brushes or func_details.
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youme
937 Posts
Posted Apr 12, 2008
Replied 34 minutes later
post your compile log through this please
see if that gives you any errors, then if it doesnt (or even if it does) read your compile log line by line as there are sometimes blindingly obvious errors that interlopers doesnt spot.
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taco
504 Posts
Posted Apr 12, 2008
Replied 6 hours later

Farragar wrote:
The number of direct lights has also reduced from around 5,000 to 600 odd.

What is a "direct light"?

It sounds like you could be over one or more maxobjects limit.

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MrTwoVideoCards
584 Posts
Posted Apr 12, 2008
Replied 7 hours later
Holy shit! 600 lights, wtf are you making, the Vega strip? You do not need that many lights. Even ep2 maps don't reach that number, the highest you should ever go is 60 or 70.
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Fusion
77 Posts
Posted Apr 12, 2008
Replied 6 minutes later

MrTwoVideoCards wrote:
Holy shit! 600 lights, wtf are you making, the Vega strip? You do not need that many lights. Even ep2 maps don't reach that number, the highest you should ever go is 60 or 70.

No, I think it means the number of light patches for doing the vrad radiosity simulation. Like if you had a light entity that would be one direct light, but if you had a 32x32 texture light with 16 units per luxel that would be 2x2=4 direct lights.

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Farragar
73 Posts
Posted Apr 13, 2008
Replied 8 hours later
Thanks for the responses, everyone.
Firstly, Fusion, I'm using a majority of texture strip lighting for the recessed lights, with some entity lights with a high constant to even things out, and yes I'm using HDR lighting. I had a quick double check of the brushes, and they're all func_detail , apart from one which has to be tied to a moving object, but that's been not black before ^^
Thanks for the link YouMe, hopefuly I'll be able to throw it at that link later today.
And Fusion answered the other two questions for me. Thanks.

On an awesome sidenote, I saw the Rentests, Logicportals and Chamber 21 on the demo disk of this months issue of PC Gamer in the UK

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Hober
1,180 Posts
Posted Apr 13, 2008
Replied 8 hours later

Farragar wrote:
On an awesome sidenote, I saw the Rentests, Logicportals and Chamber 21 on the demo disk of this months issue of PC Gamer in the UK

Whoa. Are you serious?

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Farragar
73 Posts
Posted Apr 13, 2008
Replied 3 hours later
Super serious; they had a special on mods this week, there was some LOTR conversion for a Total War game, some HL2 mods and about 5 portal maps. (Those were the only ones I recognised from TWP). So congrats to everyone who made them!
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Hober
1,180 Posts
Posted Apr 13, 2008
Replied 18 minutes later
Is it this issue, which has an article about "DIY Portal Test Chambers"?
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MrTwoVideoCards
584 Posts
Posted Apr 14, 2008
Replied 9 hours later

Fusion wrote:
No, I think it means the number of light patches for doing the vrad radiosity simulation. Like if you had a light entity that would be one direct light, but if you had a 32x32 texture light with 16 units per luxel that would be 2x2=4 direct lights.

Uh no.... The light patches yes, but Lightmap's, do not effect that scale at all, as that is in a different lump, he just must have too many lights.

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Farragar
73 Posts
Posted Apr 16, 2008
Replied 2 days later
Problem is now solved, thanks for everyone's contributions and expect a release in the next week or so!

And no, it was this issue.

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taco
504 Posts
Posted Apr 16, 2008
Replied 8 minutes later

Farragar wrote:
Problem is now solved, thanks for everyone's contributions and expect a release in the next week or so!

And the problem/solution was?

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Farragar
73 Posts
Posted Apr 16, 2008
Replied 4 hours later
Well the black textures were caused by a leak that wasn't showing up in the compile log because at the compile it was covered by a moving object, and for some reason I had lost the constant value in some my light entities, causing the shadows.
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Ricotez
738 Posts
Posted Apr 17, 2008
Replied 17 hours later
How can a leak be covered by a moving object? All moving objects are entities, and those can't cover leaks. And world brushes can cover leaks, but those can't move.
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Farragar
73 Posts
Posted Apr 18, 2008
Replied 22 hours later
I did some general clearing up of the brushes around the area of the object and that fixed it, I assumed it had been something of that ilk.