Lighting not updating
Quote from cornontheCoD on March 8, 2008, 12:39 amso when i try to update my level, everything will change except for lighting. I can change the color of it or anything. i try to delete the light, but its still in the level. i tried putting a new brush in, and that works fine.
is this caused by a leak?
compile log:
** Executing...
** Command: "d:steam goes heresteamappslogan1223sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "d:steam goes heresteamappslogan1223portalportal" "D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation"Valve Software - vbsp.exe (Sep 21 2007)
1 threads
materialPath: d:steam goes heresteamappslogan1223portalportalmaterials
Loading D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.vmf
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:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (17467 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 140 texinfos to 48
Reduced 12 texdatas to 12 (387 bytes to 387)
Writing D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp
0 seconds elapsed** Executing...
** Command: "d:steam goes heresteamappslogan1223sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "d:steam goes heresteamappslogan1223portalportal" "D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation"Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading d:steam goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp
reading d:steam goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.prt
17 portalclusters
27 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: 237
Average clusters visible: 13
Building PAS...
Average clusters audible: 17
visdatasize:246 compressed from 272
writing d:steam goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp
0 seconds elapsed** Executing...
** Command: "d:steam goes heresteamappslogan1223sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "d:steam goes heresteamappslogan1223portalportal" "D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation"Valve Software - vrad.exe SSE (Nov 8 2007)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading d:steam goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp
Setting up ray-trace acceleration structure... Done (0.11 seconds)
83 faces
9904 square feet [1426309.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
83 patches before subdivision
1849 patches after subdivision
11 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 111609, max 228
transfer lists: 0.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(17864, 14884, 9592)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3998, 3170, 1868)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(940, 721, 390)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(232, 176, 88)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(57, 43, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 11, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0012 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 8 (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 7/1024 336/49152 ( 0.7%)
brushes 48/8192 576/98304 ( 0.6%)
brushsides 290/65536 2320/524288 ( 0.4%)
planes 180/65536 3600/1310720 ( 0.3%)
vertexes 175/65536 2100/786432 ( 0.3%)
nodes 88/65536 2816/2097152 ( 0.1%)
texinfos 48/12288 3456/884736 ( 0.4%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 83/65536 4648/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 56/65536 3136/3670016 ( 0.1%)
leaves 96/65536 3072/2097152 ( 0.1%)
leaffaces 98/65536 196/131072 ( 0.1%)
leafbrushes 82/65536 164/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 594/512000 2376/2048000 ( 0.1%)
edges 362/256000 1448/1024000 ( 0.1%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 60/65536 120/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 98344/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 246/16777216 ( 0.0%)
entdata [variable] 8177/393216 ( 2.1%)
LDR ambient table 96/65536 384/262144 ( 0.1%)
HDR ambient table 96/65536 384/262144 ( 0.1%)
LDR leaf ambient 220/65536 6160/1835008 ( 0.3%)
HDR leaf ambient 96/65536 2688/1835008 ( 0.1%)
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] 1/410 ( 0.2%)
pakfile [variable] 105663/0 ( 0.0%)
physics [variable] 17467/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 204
Writing d:steam goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp
2 seconds elapsed** Executing...
** Command: Copy File
** Parameters: "D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp" "d:steam goes heresteamappslogan1223portalportalmapsrotation.bsp"
so when i try to update my level, everything will change except for lighting. I can change the color of it or anything. i try to delete the light, but its still in the level. i tried putting a new brush in, and that works fine.
is this caused by a leak?
compile log:
** Executing...
** Command: "d:steam goes heresteamappslogan1223sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "d:steam goes heresteamappslogan1223portalportal" "D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation"
Valve Software - vbsp.exe (Sep 21 2007)
1 threads
materialPath: d:steam goes heresteamappslogan1223portalportalmaterials
Loading D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.vmf
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:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (17467 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 140 texinfos to 48
Reduced 12 texdatas to 12 (387 bytes to 387)
Writing D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp
0 seconds elapsed
** Executing...
** Command: "d:steam goes heresteamappslogan1223sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "d:steam goes heresteamappslogan1223portalportal" "D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation"
Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading d:steam goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp
reading d:steam goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.prt
17 portalclusters
27 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: 237
Average clusters visible: 13
Building PAS...
Average clusters audible: 17
visdatasize:246 compressed from 272
writing d:steam goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp
0 seconds elapsed
** Executing...
** Command: "d:steam goes heresteamappslogan1223sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "d:steam goes heresteamappslogan1223portalportal" "D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation"
Valve Software - vrad.exe SSE (Nov 8 2007)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']
Loading d:steam goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp
Setting up ray-trace acceleration structure... Done (0.11 seconds)
83 faces
9904 square feet [1426309.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
83 patches before subdivision
1849 patches after subdivision
11 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 111609, max 228
transfer lists: 0.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(17864, 14884, 9592)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3998, 3170, 1868)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(940, 721, 390)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(232, 176, 88)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(57, 43, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 11, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0012 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 8 (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 Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 48/8192 576/98304 ( 0.6%)
brushsides 290/65536 2320/524288 ( 0.4%)
planes 180/65536 3600/1310720 ( 0.3%)
vertexes 175/65536 2100/786432 ( 0.3%)
nodes 88/65536 2816/2097152 ( 0.1%)
texinfos 48/12288 3456/884736 ( 0.4%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 83/65536 4648/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 56/65536 3136/3670016 ( 0.1%)
leaves 96/65536 3072/2097152 ( 0.1%)
leaffaces 98/65536 196/131072 ( 0.1%)
leafbrushes 82/65536 164/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 594/512000 2376/2048000 ( 0.1%)
edges 362/256000 1448/1024000 ( 0.1%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 60/65536 120/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 98344/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 246/16777216 ( 0.0%)
entdata [variable] 8177/393216 ( 2.1%)
LDR ambient table 96/65536 384/262144 ( 0.1%)
HDR ambient table 96/65536 384/262144 ( 0.1%)
LDR leaf ambient 220/65536 6160/1835008 ( 0.3%)
HDR leaf ambient 96/65536 2688/1835008 ( 0.1%)
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] 1/410 ( 0.2%)
pakfile [variable] 105663/0 ( 0.0%)
physics [variable] 17467/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 204
Writing d:steam goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:Steam Goes heresteamappslogan1223sourcesdk_contentportalmapsrcrotation.bsp" "d:steam goes heresteamappslogan1223portalportalmapsrotation.bsp"