[Answered] Named Light Entities Don't Produce Light Properly
Quote from Nightro on February 7, 2019, 5:41 pmHello friends,
I'm new to the community and new to creating maps with Hammer, but long-time Portal player.
I've recently ran into an issue while using Hammer. Normal light entities within my map behave just fine, but as soon as I give it/them a name in its entities properties, they fail to reflect light off surfaces--or in other words, produce light on textures which are not their initial point of contact. I don't know if this is an accurate description of what is happening but it's my best guess based on what I am seeing.
I recreated the issue by having a light entity cast its light down a hallway and took some screenshots. The first image is a normal light entity without a name. The second image is what occurs as soon as I give that same light entity a name in its properties.
As you can imagine, this produces severe issues in my maps.
Here's the compile log for when the light entity is named:
- Code: Select all
-------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvvis.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vvis.exe (Oct 26 2018)
12 threads
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.prt
4 portalclusters
3 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvrad.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vrad.exe SSE (Oct 26 2018)Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
60 faces
60757 square feet [8749055.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
60 patches before subdivision
6180 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 653609, max 267
transfer lists: 5.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0018 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 21/8192 252/98304 ( 0.3%)
brushsides 126/65536 1008/524288 ( 0.2%)
planes 56/65536 1120/1310720 ( 0.1%)
vertexes 89/65536 1068/786432 ( 0.1%)
nodes 23/65536 736/2097152 ( 0.0%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 60/65536 3360/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 23/65536 1288/3670016 ( 0.0%)
facebrushes 14/0 28/0 ( 0.0%)
facebrushlists 60/0 240/0 ( 0.0%)
leaves 25/65536 800/2097152 ( 0.0%)
leaffaces 60/65536 120/131072 ( 0.1%)
leafbrushes 22/65536 44/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 360/512000 1440/2048000 ( 0.1%)
edges 208/256000 832/1024000 ( 0.1%)
LDR worldlights 1/8192 100/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 563640/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 610/393216 ( 0.2%)
LDR ambient table 25/65536 100/262144 ( 0.0%)
HDR ambient table 25/65536 100/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 25/65536 700/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 74438/0 ( 0.0%)
physics [variable] 7542/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 148
Writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)-------------------------------------------------------------------------------
Running command: copy "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.bsp" "D:GamesSteamsteamappscommonPortal 2portal2mapslightexam1.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
And (if it matters) here's the compile log for when the light entity has no name.
- Code: Select all
CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvbsp.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.vmf"
-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vbsp.exe (Oct 26 2018)
12 threads
materialPath: D:GamesSteamsteamappscommonPortal 2portal2materials
Loading D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.vmf
ConVarRef gpu_level 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 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.prt...Building visibility clusters...
done (0)
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) (7542 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 29 texinfos to 14
Reduced 4 texdatas to 4 (91 bytes to 91)
Writing D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.bspnummapplanes: ( 56 / 65536 )
nummapbrushes: ( 21 / 8192 )
nummapbrushsides: ( 126 / 65536 )
num_map_overlays: ( 0 / 512 )
nummodels: ( 1 / 1024 )
num_entities: ( 3 / 16384 )0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvvis.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vvis.exe (Oct 26 2018)
12 threads
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.prt
4 portalclusters
3 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvrad.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vrad.exe SSE (Oct 26 2018)Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
60 faces
60757 square feet [8749055.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
60 patches before subdivision
6180 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 653609, max 267
transfer lists: 5.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(303109, 296587, 296446)
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Bounce #7 added RGB(9158, 9973, 10083)
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Bounce #12 added RGB(3576, 4147, 4226)
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Bounce #16 added RGB(1722, 2099, 2153)
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Bounce #18 added RGB(1196, 1495, 1538)
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Bounce #19 added RGB(997, 1261, 1300)
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Bounce #21 added RGB(692, 898, 929)
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Bounce #22 added RGB(577, 758, 785)
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Bounce #23 added RGB(481, 640, 664)
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Bounce #24 added RGB(401, 540, 561)
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Bounce #25 added RGB(334, 456, 474)
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Bounce #26 added RGB(278, 385, 401)
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Bounce #27 added RGB(232, 325, 339)
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Bounce #28 added RGB(193, 274, 286)
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Bounce #29 added RGB(161, 231, 242)
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Bounce #30 added RGB(134, 195, 205)
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Bounce #31 added RGB(112, 165, 173)
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Bounce #32 added RGB(93, 139, 146)
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Bounce #33 added RGB(78, 117, 124)
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Bounce #36 added RGB(45, 70, 75)
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Bounce #37 added RGB(38, 59, 63)
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Bounce #38 added RGB(31, 50, 53)
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Bounce #43 added RGB(13, 21, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(10, 18, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(9, 15, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #46 added RGB(7, 13, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #47 added RGB(6, 11, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #48 added RGB(5, 9, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #49 added RGB(4, 8, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #50 added RGB(4, 7, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #51 added RGB(3, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #52 added RGB(2, 5, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #53 added RGB(2, 4, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #54 added RGB(2, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #55 added RGB(1, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #56 added RGB(1, 2, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #57 added RGB(1, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #58 added RGB(1, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #59 added RGB(1, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #60 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #61 added RGB(0, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #62 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0017 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 21/8192 252/98304 ( 0.3%)
brushsides 126/65536 1008/524288 ( 0.2%)
planes 56/65536 1120/1310720 ( 0.1%)
vertexes 89/65536 1068/786432 ( 0.1%)
nodes 23/65536 736/2097152 ( 0.0%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 60/65536 3360/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 23/65536 1288/3670016 ( 0.0%)
facebrushes 14/0 28/0 ( 0.0%)
facebrushlists 60/0 240/0 ( 0.0%)
leaves 25/65536 800/2097152 ( 0.0%)
leaffaces 60/65536 120/131072 ( 0.1%)
leafbrushes 22/65536 44/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 360/512000 1440/2048000 ( 0.1%)
edges 208/256000 832/1024000 ( 0.1%)
LDR worldlights 1/8192 100/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 380328/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 576/393216 ( 0.1%)
LDR ambient table 25/65536 100/262144 ( 0.0%)
HDR ambient table 25/65536 100/262144 ( 0.0%)
LDR leaf ambient 35/65536 980/1835008 ( 0.1%)
HDR leaf ambient 25/65536 700/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 74438/0 ( 0.0%)
physics [variable] 7542/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 148
Writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
1 second elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)-------------------------------------------------------------------------------
Running command: copy "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.bsp" "D:GamesSteamsteamappscommonPortal 2portal2mapslightexam1.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
My only theory is I goofed something up when I altered the compile run commands while following a tutorial, but I don't know enough about any of that to know what the problem would be. In any case, below is a screenshot of what that window looks like for me.
That full line for the $light_exe reads:-StaticPropLighting -StaticPropPolys -bounce 2 -noextra -game $gamedir $path$file
Also, I've played around with checking the unchecked parameter but I've found no difference.
Any help here would be much appreciated! Thank you in advance, and I'm glad this community exists.
Hello friends,
I'm new to the community and new to creating maps with Hammer, but long-time Portal player.
I've recently ran into an issue while using Hammer. Normal light entities within my map behave just fine, but as soon as I give it/them a name in its entities properties, they fail to reflect light off surfaces--or in other words, produce light on textures which are not their initial point of contact. I don't know if this is an accurate description of what is happening but it's my best guess based on what I am seeing.
I recreated the issue by having a light entity cast its light down a hallway and took some screenshots. The first image is a normal light entity without a name. The second image is what occurs as soon as I give that same light entity a name in its properties.
As you can imagine, this produces severe issues in my maps.
Here's the compile log for when the light entity is named:
- Code: Select all
-------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvvis.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vvis.exe (Oct 26 2018)
12 threads
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.prt
4 portalclusters
3 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvrad.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vrad.exe SSE (Oct 26 2018)Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
60 faces
60757 square feet [8749055.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
60 patches before subdivision
6180 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 653609, max 267
transfer lists: 5.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0018 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 21/8192 252/98304 ( 0.3%)
brushsides 126/65536 1008/524288 ( 0.2%)
planes 56/65536 1120/1310720 ( 0.1%)
vertexes 89/65536 1068/786432 ( 0.1%)
nodes 23/65536 736/2097152 ( 0.0%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 60/65536 3360/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 23/65536 1288/3670016 ( 0.0%)
facebrushes 14/0 28/0 ( 0.0%)
facebrushlists 60/0 240/0 ( 0.0%)
leaves 25/65536 800/2097152 ( 0.0%)
leaffaces 60/65536 120/131072 ( 0.1%)
leafbrushes 22/65536 44/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 360/512000 1440/2048000 ( 0.1%)
edges 208/256000 832/1024000 ( 0.1%)
LDR worldlights 1/8192 100/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 563640/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 610/393216 ( 0.2%)
LDR ambient table 25/65536 100/262144 ( 0.0%)
HDR ambient table 25/65536 100/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 25/65536 700/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 74438/0 ( 0.0%)
physics [variable] 7542/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 148
Writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)-------------------------------------------------------------------------------
Running command: copy "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.bsp" "D:GamesSteamsteamappscommonPortal 2portal2mapslightexam1.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
And (if it matters) here's the compile log for when the light entity has no name.
- Code: Select all
CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvbsp.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.vmf"
-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vbsp.exe (Oct 26 2018)
12 threads
materialPath: D:GamesSteamsteamappscommonPortal 2portal2materials
Loading D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.vmf
ConVarRef gpu_level 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 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.prt...Building visibility clusters...
done (0)
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) (7542 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 29 texinfos to 14
Reduced 4 texdatas to 4 (91 bytes to 91)
Writing D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.bspnummapplanes: ( 56 / 65536 )
nummapbrushes: ( 21 / 8192 )
nummapbrushsides: ( 126 / 65536 )
num_map_overlays: ( 0 / 512 )
nummodels: ( 1 / 1024 )
num_entities: ( 3 / 16384 )0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvvis.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vvis.exe (Oct 26 2018)
12 threads
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.prt
4 portalclusters
3 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvrad.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vrad.exe SSE (Oct 26 2018)Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
60 faces
60757 square feet [8749055.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
60 patches before subdivision
6180 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 653609, max 267
transfer lists: 5.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(303109, 296587, 296446)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(61916, 61037, 61090)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(26840, 27378, 27481)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(18190, 19003, 19118)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(14014, 14869, 14985)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(11236, 12080, 12194)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9158, 9973, 10083)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(7534, 8309, 8414)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6231, 6959, 7058)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5170, 5846, 5940)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4297, 4921, 5007)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(3576, 4147, 4226)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2978, 3496, 3569)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(2480, 2949, 3015)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2067, 2488, 2548)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1722, 2099, 2153)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1435, 1771, 1820)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1196, 1495, 1538)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(997, 1261, 1300)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(831, 1065, 1099)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(692, 898, 929)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(577, 758, 785)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(481, 640, 664)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(401, 540, 561)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(334, 456, 474)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(278, 385, 401)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(232, 325, 339)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(193, 274, 286)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(161, 231, 242)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(134, 195, 205)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(112, 165, 173)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(93, 139, 146)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(78, 117, 124)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(65, 99, 104)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(54, 84, 88)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(45, 70, 75)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(38, 59, 63)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(31, 50, 53)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(26, 42, 45)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(22, 36, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #41 added RGB(18, 30, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(15, 25, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #43 added RGB(13, 21, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(10, 18, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(9, 15, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #46 added RGB(7, 13, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #47 added RGB(6, 11, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #48 added RGB(5, 9, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #49 added RGB(4, 8, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #50 added RGB(4, 7, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #51 added RGB(3, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #52 added RGB(2, 5, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #53 added RGB(2, 4, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #54 added RGB(2, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #55 added RGB(1, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #56 added RGB(1, 2, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #57 added RGB(1, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #58 added RGB(1, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #59 added RGB(1, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #60 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #61 added RGB(0, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #62 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0017 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 21/8192 252/98304 ( 0.3%)
brushsides 126/65536 1008/524288 ( 0.2%)
planes 56/65536 1120/1310720 ( 0.1%)
vertexes 89/65536 1068/786432 ( 0.1%)
nodes 23/65536 736/2097152 ( 0.0%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 60/65536 3360/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 23/65536 1288/3670016 ( 0.0%)
facebrushes 14/0 28/0 ( 0.0%)
facebrushlists 60/0 240/0 ( 0.0%)
leaves 25/65536 800/2097152 ( 0.0%)
leaffaces 60/65536 120/131072 ( 0.1%)
leafbrushes 22/65536 44/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 360/512000 1440/2048000 ( 0.1%)
edges 208/256000 832/1024000 ( 0.1%)
LDR worldlights 1/8192 100/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 380328/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 576/393216 ( 0.1%)
LDR ambient table 25/65536 100/262144 ( 0.0%)
HDR ambient table 25/65536 100/262144 ( 0.0%)
LDR leaf ambient 35/65536 980/1835008 ( 0.1%)
HDR leaf ambient 25/65536 700/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 74438/0 ( 0.0%)
physics [variable] 7542/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 148
Writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
1 second elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)-------------------------------------------------------------------------------
Running command: copy "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.bsp" "D:GamesSteamsteamappscommonPortal 2portal2mapslightexam1.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
My only theory is I goofed something up when I altered the compile run commands while following a tutorial, but I don't know enough about any of that to know what the problem would be. In any case, below is a screenshot of what that window looks like for me.
That full line for the $light_exe reads:-StaticPropLighting -StaticPropPolys -bounce 2 -noextra -game $gamedir $path$file
Also, I've played around with checking the unchecked parameter but I've found no difference.
Any help here would be much appreciated! Thank you in advance, and I'm glad this community exists.
Quote from CamBen on February 8, 2019, 2:19 amsorry mate that is just how named lights work
https://developer.valvesoftware.com/wiki/Naming_Lights
sorry mate that is just how named lights work
https://developer.valvesoftware.com/wiki/Naming_Lights
Aperture Science: We do our science asbestos we can!
Quote from ChickenMobile on February 8, 2019, 2:23 amHello Nightro and welcome to the forums.
The act of lights emitting to other walls is called 'bouncing' and according to this page will not happen with named lights.
The only way round I can think of is to create another named light with the same targetname and toggle this on within the darkened room at the same time.Valve uses env_projectedtexture for dynamic togglable lighting but also doesn't bounce (they also make the map size smaller).
Hello Nightro and welcome to the forums.
The act of lights emitting to other walls is called 'bouncing' and according to this page will not happen with named lights.
The only way round I can think of is to create another named light with the same targetname and toggle this on within the darkened room at the same time.
Valve uses env_projectedtexture for dynamic togglable lighting but also doesn't bounce (they also make the map size smaller).
Quote from Pinsplash on February 8, 2019, 8:49 amThere is one thing you can do (but it might be more trouble than its worth): teleporting the player between lit and unlit versions of the room. Valve did that on the Jail Break map (sp_a2_bts1) when Wheatley turns the lights off.
There is one thing you can do (but it might be more trouble than its worth): teleporting the player between lit and unlit versions of the room. Valve did that on the Jail Break map (sp_a2_bts1) when Wheatley turns the lights off.
https://developer.valvesoftware.com/wik ... r_teleport
Quote from Nightro on February 8, 2019, 2:17 pmQuote:sorry mate that is just how named lights workAfter all the tutorials I've absorbed, I'm shocked none of them have mentioned this, as it should be a basic behavior that results in experience-breaking eyesores. I'm also surprised that out of all the Source Engine pages by Valve I've read I haven't come across any that reference this until the ones you guys just linked.
Thanks to both of you for pointing this out.
Quote:The only way round I can think of is to create another named light with the same targetname and toggle this on within the darkened room at the same time.I've actually done this, but I thought I was performing a ghetto work around for a glitch that others didn't have to. Now I know it's normal.
Quote:Valve uses env_projectedtexture for dynamic togglable lighting but also doesn't bounce (they also make the map size smaller).When you say, "dynamic" do you mean the env_projectedtexture can move? When parented I assume? Or does dynamic refer to something else?
Quote:There is one thing you can do (but it might be more trouble than its worth): teleporting the player between lit and unlit versions of the room.That would explain why they have you walking on the lightbridge when the lights go out, to limit the variability of where the player is and thus make the transition more smooth.
Did they do it this way because triggering the lights to turn off would require naming the light sources and they had more than the amount allowed projecting on surfaces? Also, the dynamic shadows being cast in front of Wheatley during that scene would be created from the env_projectedtexture Chickenmobile referred to, right?
After all the tutorials I've absorbed, I'm shocked none of them have mentioned this, as it should be a basic behavior that results in experience-breaking eyesores. I'm also surprised that out of all the Source Engine pages by Valve I've read I haven't come across any that reference this until the ones you guys just linked.
Thanks to both of you for pointing this out.
I've actually done this, but I thought I was performing a ghetto work around for a glitch that others didn't have to. Now I know it's normal.
When you say, "dynamic" do you mean the env_projectedtexture can move? When parented I assume? Or does dynamic refer to something else?
That would explain why they have you walking on the lightbridge when the lights go out, to limit the variability of where the player is and thus make the transition more smooth.
Did they do it this way because triggering the lights to turn off would require naming the light sources and they had more than the amount allowed projecting on surfaces? Also, the dynamic shadows being cast in front of Wheatley during that scene would be created from the env_projectedtexture Chickenmobile referred to, right?
Quote from ChickenMobile on February 8, 2019, 3:42 pmAll your assumptions are pretty much spot on.
Nightro wrote:When you say, "dynamic" do you mean the env_projectedtexture can move? When parented I assume? Or does dynamic refer to something else?Dynamic refers to a light that is rendered after map compile, they can be moved / parented. They are generally expensive so only one of these lights can be active at one time. There are other types of dynamic lights but don't look nowhere as near as good. HL2 used a dynamic light to cast shadows for the flashlight.
Nightro wrote:That would explain why they have you walking on the lightbridge when the lights go out, to limit the variability of where the player is and thus make the transition more smooth.To better understand what the rushed masters did to get round Source limitations, you can always decompile them and take a peek. I use a tool called BSP Source but there is also VMEX.
Maps are located within Portal 2/portal2/maps.
All your assumptions are pretty much spot on.
Dynamic refers to a light that is rendered after map compile, they can be moved / parented. They are generally expensive so only one of these lights can be active at one time. There are other types of dynamic lights but don't look nowhere as near as good. HL2 used a dynamic light to cast shadows for the flashlight.
To better understand what the rushed masters did to get round Source limitations, you can always decompile them and take a peek. I use a tool called BSP Source but there is also VMEX.
Maps are located within Portal 2/portal2/maps.