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Having some lighting issues with my custom Portal 2 map

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!

Do you have a leak?

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?

That's really odd. Attach the VMF and/or your compile log so we can take a look

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 elapsed

2 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 Finish

Object 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...

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).

Nacimota is correct, the "_vertex" material is VertexLitGeneric and as such you do NOT want to use it on a brush face.

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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.

If at first you don't succeed, error check: http://www.interlopers.net/errors/
Nacimota 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!

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.

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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.