Problem with Gel

Any idea why mat_fullbright is stuck in 1?
The Irate Pirate wrote:
Did you turn on sv_cheats 1?
sv_cheats is now 1. It still does not work.
Pesinn wrote:
Any idea why mat_fullbright is stuck in 1?
Do you have lights in your map?
Post your compile log.
I just took all the text in the log file (I think that is what you are asking for, but let me know if I am misunderstanding 
Here is the compile log:
materialPath: c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\materials
Loading c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\maps\closed_map.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...10**** leaked ****
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 4608.0 728.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 4608.0 728.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 5120.0 728.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 -8.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 752.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 3584.0 728.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1188.0 2048.0 431.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1700.0 2048.0 431.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (93062 bytes)
Error! To use model "models/anim_wp/room_transform/armrubble_9arms02.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/anim_wp/room_transform/armrubble_9arms02.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 455 texinfos to 295
Reduced 29 texdatas to 29 (826 bytes to 826)
Writing c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\maps\closed_map.bsp
1 second elapsed
2 threads
reading c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\maps\closed_map.bsp
reading c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\maps\closed_map.prt
LoadPortals: couldn't read c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\maps\closed_map.prt
Pesinn wrote:
0...1...2...3...4...5...6...7...8...9...10* leaked *
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!
You have a leak, which is why lights and gel don't work.
NocturnalGhost wrote:
Pesinn wrote:0...1...2...3...4...5...6...7...8...9...10* leaked *
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!You have a leak, which is why lights and gel don't work.
Is there any good way to find where it leaks?
Coldknife wrote:
I noticed too that maps without env_cubemap are fully bright and env_cubemap force maps to calculate light. I don't know if the problem come from there. But i'm pretty sure it will help some people.
This is not true at all. Lighting and cubemaps are completely separate topics. A map without lighting will be fullbright, regardless if there are cubemaps in the map or not. Likewise, a map (with or without lighting) will not have cubemaps until they are both placed and built using the "buildcubemaps" command.
msleeper wrote:
Coldknife wrote:I noticed too that maps without env_cubemap are fully bright and env_cubemap force maps to calculate light. I don't know if the problem come from there. But i'm pretty sure it will help some people.
This is not true at all. Lighting and cubemaps are completely separate topics. A map without lighting will be fullbright, regardless if there are cubemaps in the map or not. Likewise, a map (with or without lighting) will not have cubemaps until they are both placed and built using the "buildcubemaps" command.
Technically, a map without any env_cubemaps DOES have cubemaps, they are just the default ones, both on fullbright and lit maps. But yes for cubemaps that make sense what msleeper said is required.