Having some lighting issues with my custom Portal 2 map
Quote from pikaguy900 on May 14, 2011, 11:10 pmI searched the forums, but i couldn't find anything to help me solve my issue. I'm having an issue where for some reason, a few brushes on my test level start out extremely dark when I'm far away from them, and as I get closer, they get brighter, brighter than the surrounding brushes. It's really strange. I have some pictures to help show what I'm talking about:
http://i244.photobucket.com/albums/gg13/MatthewPZC/Other/test_level0000.jpg
http://i244.photobucket.com/albums/gg13/MatthewPZC/Other/test_level0001.jpg
http://i244.photobucket.com/albums/gg13/MatthewPZC/Other/test_level0002.jpgI really don't understand why it's just these few brushes that are doing it... I'd appreciate any help anyone can give me!
I searched the forums, but i couldn't find anything to help me solve my issue. I'm having an issue where for some reason, a few brushes on my test level start out extremely dark when I'm far away from them, and as I get closer, they get brighter, brighter than the surrounding brushes. It's really strange. I have some pictures to help show what I'm talking about:
http://i244.photobucket.com/albums/gg13/MatthewPZC/Other/test_level0000.jpg
http://i244.photobucket.com/albums/gg13/MatthewPZC/Other/test_level0001.jpg
http://i244.photobucket.com/albums/gg13/MatthewPZC/Other/test_level0002.jpg
I really don't understand why it's just these few brushes that are doing it... I'd appreciate any help anyone can give me!
Quote from hanging_rope on May 14, 2011, 11:21 pmDo you have a leak?
Do you have a leak?
Quote from pikaguy900 on May 15, 2011, 12:10 amIt doesn't appear so. I don't see an error about leaks in there... Should I go ahead and upload my .vmf file for others to check through, or should I wait about that?
It doesn't appear so. I don't see an error about leaks in there... Should I go ahead and upload my .vmf file for others to check through, or should I wait about that?
Quote from pikaguy900 on May 15, 2011, 2:04 amOkay. I'm not sure how to do it all, so please let me know if I do anything wrong with giving you the info.
- Code: Select all
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapstest_level.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapstest_level.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) (17857 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 118 texinfos to 49
Reduced 20 texdatas to 19 (629 bytes to 567)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapstest_level.bsp
1 second elapsed2 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapstest_level.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapstest_level.prt
36 portalclusters
58 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 3 visible clusters (0.00%)
Total clusters visible: 1107
Average clusters visible: 30
Building PAS...
Average clusters audible: 36
visdatasize:652 compressed from 576
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapstest_level.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapstest_level.bsp
201 faces
69263 square feet [9973924.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
201 patches before subdivision
7605 patches after subdivision
12 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 822552, max 414
transfer lists: 6.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(67326, 131176, 158767)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(37665, 74273, 90523)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(21257, 42354, 51958)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12003, 24127, 29756)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(6755, 13682, 16955)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3804, 7760, 9657)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2140, 4394, 5489)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1205, 2488, 3119)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(678, 1408, 1771)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(382, 797, 1005)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(215, 451, 571)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(121, 255, 324)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(68, 144, 184)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(38, 82, 104)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(22, 46, 59)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(12, 26, 34)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(7, 15, 19)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(4, 8, 11)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(2, 5, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(1, 3, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(1, 2, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(0, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0051 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 12 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 46/8192 552/98304 ( 0.6%)
brushsides 276/65536 2208/524288 ( 0.4%)
planes 204/65536 4080/1310720 ( 0.3%)
vertexes 397/65536 4764/786432 ( 0.6%)
nodes 139/65536 4448/2097152 ( 0.2%)
texinfos 49/12288 3528/884736 ( 0.4%)
texdata 19/2048 608/65536 ( 0.9%)
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 201/65536 11256/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 97/65536 5432/3670016 ( 0.1%)
facebrushes 4/0 8/0 ( 0.0%)
facebrushlists 201/0 804/0 ( 0.0%)
leaves 145/65536 4640/2097152 ( 0.2%)
leaffaces 247/65536 494/131072 ( 0.4%)
leafbrushes 97/65536 194/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1337/512000 5348/2048000 ( 0.3%)
edges 800/256000 3200/1024000 ( 0.3%)
LDR worldlights 12/8192 1200/819200 ( 0.1%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 28/32768 280/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 381/65536 762/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 596576/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 652/16777216 ( 0.0%)
entdata [variable] 6402/393216 ( 1.6%)
LDR ambient table 145/65536 580/262144 ( 0.2%)
HDR ambient table 145/65536 580/262144 ( 0.2%)
LDR leaf ambient 518/65536 14504/1835008 ( 0.8%)
HDR leaf ambient 145/65536 4060/1835008 ( 0.2%)
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] 1/368 ( 0.3%)
pakfile [variable] 74787/0 ( 0.0%)
physics [variable] 17857/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 547
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapstest_level.bsp
6 seconds elapsedhttp://forums.thinking.withportals.com/downloads.php?view=detail&df_id=421
I hope I did the download right...
Okay. I'm not sure how to do it all, so please let me know if I do anything wrong with giving you the info.
- Code: Select all
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapstest_level.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapstest_level.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) (17857 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 118 texinfos to 49
Reduced 20 texdatas to 19 (629 bytes to 567)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapstest_level.bsp
1 second elapsed2 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapstest_level.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapstest_level.prt
36 portalclusters
58 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 3 visible clusters (0.00%)
Total clusters visible: 1107
Average clusters visible: 30
Building PAS...
Average clusters audible: 36
visdatasize:652 compressed from 576
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapstest_level.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapstest_level.bsp
201 faces
69263 square feet [9973924.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
201 patches before subdivision
7605 patches after subdivision
12 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 822552, max 414
transfer lists: 6.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(67326, 131176, 158767)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(37665, 74273, 90523)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(21257, 42354, 51958)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12003, 24127, 29756)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(6755, 13682, 16955)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3804, 7760, 9657)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2140, 4394, 5489)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1205, 2488, 3119)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(678, 1408, 1771)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(382, 797, 1005)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(215, 451, 571)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(121, 255, 324)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(68, 144, 184)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(38, 82, 104)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(22, 46, 59)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(12, 26, 34)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(7, 15, 19)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(4, 8, 11)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(2, 5, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(1, 3, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(1, 2, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(0, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0051 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 12 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 46/8192 552/98304 ( 0.6%)
brushsides 276/65536 2208/524288 ( 0.4%)
planes 204/65536 4080/1310720 ( 0.3%)
vertexes 397/65536 4764/786432 ( 0.6%)
nodes 139/65536 4448/2097152 ( 0.2%)
texinfos 49/12288 3528/884736 ( 0.4%)
texdata 19/2048 608/65536 ( 0.9%)
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 201/65536 11256/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 97/65536 5432/3670016 ( 0.1%)
facebrushes 4/0 8/0 ( 0.0%)
facebrushlists 201/0 804/0 ( 0.0%)
leaves 145/65536 4640/2097152 ( 0.2%)
leaffaces 247/65536 494/131072 ( 0.4%)
leafbrushes 97/65536 194/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1337/512000 5348/2048000 ( 0.3%)
edges 800/256000 3200/1024000 ( 0.3%)
LDR worldlights 12/8192 1200/819200 ( 0.1%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 28/32768 280/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 381/65536 762/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 596576/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 652/16777216 ( 0.0%)
entdata [variable] 6402/393216 ( 1.6%)
LDR ambient table 145/65536 580/262144 ( 0.2%)
HDR ambient table 145/65536 580/262144 ( 0.2%)
LDR leaf ambient 518/65536 14504/1835008 ( 0.8%)
HDR leaf ambient 145/65536 4060/1835008 ( 0.2%)
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] 1/368 ( 0.3%)
pakfile [variable] 74787/0 ( 0.0%)
physics [variable] 17857/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 547
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapstest_level.bsp
6 seconds elapsed
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=421
I hope I did the download right...
Quote from Nacimota on May 15, 2011, 2:47 amNo, I just meant attach it to a post in this thread.
Anyway it looks like the surfaces you're talking about are using a different texture.
On most of your surfaces, you're using metal/black_wall_metal_002a but on the surfaces that are causing you problems, you are using metal/black_wall_metal_002a_vertex. Change to the first texture and you should be fine.
The _vertex more than likely refers to VertexLitGeneric which is a special shader that is used for model textures. It doesn't really work well for regular world geometry (for static lighting, most textures in Source that are used for brushwork use the LightmappedGeneric shader).
No, I just meant attach it to a post in this thread.
Anyway it looks like the surfaces you're talking about are using a different texture.
On most of your surfaces, you're using metal/black_wall_metal_002a but on the surfaces that are causing you problems, you are using metal/black_wall_metal_002a_vertex. Change to the first texture and you should be fine.
The _vertex more than likely refers to VertexLitGeneric which is a special shader that is used for model textures. It doesn't really work well for regular world geometry (for static lighting, most textures in Source that are used for brushwork use the LightmappedGeneric shader).
Quote from msleeper on May 15, 2011, 2:49 amNacimota is correct, the "_vertex" material is VertexLitGeneric and as such you do NOT want to use it on a brush face.
Nacimota is correct, the "_vertex" material is VertexLitGeneric and as such you do NOT want to use it on a brush face.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from Sliipperi on May 15, 2011, 2:53 amIn Hammer, go to Map -> Load Pointfile, it will show you the leak if you have any.
I tried to run your compile log through the Interlopers' error checker, but it said that there were no vbsp, vvis or vrad included in the compile log.
http://www.interlopers.net/errors/Edit: Problem solved, I see.
In Hammer, go to Map -> Load Pointfile, it will show you the leak if you have any.
I tried to run your compile log through the Interlopers' error checker, but it said that there were no vbsp, vvis or vrad included in the compile log.
http://www.interlopers.net/errors/
Edit: Problem solved, I see.
Quote from pikaguy900 on May 15, 2011, 2:22 pmNacimota wrote:No, I just meant attach it to a post in this thread.Anyway it looks like the surfaces you're talking about are using a different texture.
On most of your surfaces, you're using metal/black_wall_metal_002a but on the surfaces that are causing you problems, you are using metal/black_wall_metal_002a_vertex. Change to the first texture and you should be fine.
The _vertex more than likely refers to VertexLitGeneric which is a special shader that is used for model textures. It doesn't really work well for regular world geometry (for static lighting, most textures in Source that are used for brushwork use the LightmappedGeneric shader).
Ah, I see. I thought that the texture was simply a different look... It worked, so thanks! I can't believe I never figured that out. I think I heard something about it during one of my searches, but never really thought it applied to my textures... Oh well, I'll be sure to pay even more attention to the filenames from now on. Again, thanks!
Anyway it looks like the surfaces you're talking about are using a different texture.
On most of your surfaces, you're using metal/black_wall_metal_002a but on the surfaces that are causing you problems, you are using metal/black_wall_metal_002a_vertex. Change to the first texture and you should be fine.
The _vertex more than likely refers to VertexLitGeneric which is a special shader that is used for model textures. It doesn't really work well for regular world geometry (for static lighting, most textures in Source that are used for brushwork use the LightmappedGeneric shader).
Ah, I see. I thought that the texture was simply a different look... It worked, so thanks! I can't believe I never figured that out. I think I heard something about it during one of my searches, but never really thought it applied to my textures... Oh well, I'll be sure to pay even more attention to the filenames from now on. Again, thanks!
Quote from msleeper on May 15, 2011, 3:34 pmAnything with the name "vertex" in it, or if the path is in the "models/" directory, you want to avoid using it on a brush face.
Anything with the name "vertex" in it, or if the path is in the "models/" directory, you want to avoid using it on a brush face.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.