Lighting help

Need Help? The Day isnt going so well on the Mapping front?
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Killer-Instinct
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Lighting help

Post by Killer-Instinct »

Hey I have begun my first real map and its for oc. I have been playing this mod for a long time off and on but with the change list of 1.3 I have been excited and started a map. The problem is that my maps walls will not light up. Guns and props, and models will all light up according to the light but my walls are pitch black unless I have my flashlight over them. I'm sure its something simple but I can't figure it out. Heres my compile log:

Code: Select all

** Executing...
** Command: "c:\program files\steam\steamapps\killerinstinct2006\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\SourceMods\Obsidian" "C:\Program Files\Steam\steamapps\SourceMods\Obsidian\maps\oc_prisoner"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: C:\Program Files\Steam\steamapps\SourceMods\Obsidian\materials
Loading C:\Program Files\Steam\steamapps\SourceMods\Obsidian\maps\oc_prisoner.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 C:\Program Files\Steam\steamapps\SourceMods\Obsidian\maps\oc_prisoner.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (22556 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 81 texinfos to 42
Reduced 17 texdatas to 17 (389 bytes to 389)
Writing C:\Program Files\Steam\steamapps\SourceMods\Obsidian\maps\oc_prisoner.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\killerinstinct2006\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\SourceMods\Obsidian" "C:\Program Files\Steam\steamapps\SourceMods\Obsidian\maps\oc_prisoner"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program files\steam\steamapps\sourcemods\obsidian\maps\oc_prisoner.bsp
reading c:\program files\steam\steamapps\sourcemods\obsidian\maps\oc_prisoner.prt
  27 portalclusters
  49 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: 599
Average clusters visible: 22
Building PAS...
Average clusters audible: 27
visdatasize:436  compressed from 432
writing c:\program files\steam\steamapps\sourcemods\obsidian\maps\oc_prisoner.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\killerinstinct2006\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "C:\Program Files\Steam\steamapps\SourceMods\Obsidian" "C:\Program Files\Steam\steamapps\SourceMods\Obsidian\maps\oc_prisoner"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\obsidian\maps\oc_prisoner.bsp
142 faces
8900 square feet [1281692.88 square inches]
6 displacements
242 square feet [34911.50 square inches]
142 patches before subdivision
1532 patches after subdivision
5 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 117972, max 235
transfer lists:   0.9 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>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   4/1024          192/49152    ( 0.4%) 
brushes                 57/8192          684/98304    ( 0.7%) 
brushsides             364/65536        2912/524288   ( 0.6%) 
planes                 208/65536        4160/1310720  ( 0.3%) 
vertexes               263/65536        3156/786432   ( 0.4%) 
nodes                   78/65536        2496/2097152  ( 0.1%) 
texinfos                42/12288        3024/884736   ( 0.3%) 
texdata                 17/2048          544/65536    ( 0.8%) 
dispinfos                6/0            1056/0        ( 0.0%) 
disp_verts             150/0            3000/0        ( 0.0%) 
disp_tris              192/0             384/0        ( 0.0%) 
disp_lmsamples         936/0             936/0        ( 0.0%) 
faces                  142/65536        7952/3670016  ( 0.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              110/65536        6160/3670016  ( 0.2%) 
leaves                  83/65536        2656/2097152  ( 0.1%) 
leaffaces              148/65536         296/131072   ( 0.2%) 
leafbrushes             68/65536         136/131072   ( 0.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             1088/512000       4352/2048000  ( 0.2%) 
edges                  655/256000       2620/1024000  ( 0.3%) 
LDR worldlights          5/8192          440/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips              8/32768          80/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           120/65536         240/131072   ( 0.2%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       48444/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         436/16777216 ( 0.0%) 
entdata               [variable]        8544/393216   ( 2.2%) 
LDR leaf ambient        83/65536        1992/1572864  ( 0.1%) 
HDR leaf ambient         0/65536           0/1572864  ( 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]           1/776      ( 0.1%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/1486     ( 0.1%) 
pakfile               [variable]       10016/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       22556/4194304  ( 0.5%) 
==== Total Win32 BSP file data space used: 139484 bytes ====

Total triangle count: 368
Writing c:\program files\steam\steamapps\sourcemods\obsidian\maps\oc_prisoner.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\SourceMods\Obsidian\maps\oc_prisoner.bsp" "\oc_prisoner.bsp"
EDIT: I don't have any light_enviroment entities in my map, is this it? I am using light and light_spot. Even some sprites to make it look nice and it's still not working :evil:
Last edited by Killer-Instinct on Tue Feb 26, 2008 5:09 am, edited 1 time in total.
skidz
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Post by skidz »

What texture are you using on the walls? Not a model texture is it?
Killer-Instinct
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Post by Killer-Instinct »

Floors: concretefloor031a, metalfloor001a, rubberfloor004a, stonefloor006d, and deadland grass.
Walls: concretewall038d, metalfloor008a, metaldoor059a, concretewall043a, and brickwall026f.
Ceiling: concretewall065a, and tarpaperroof002a.

I also used nodraw, invisible, trigger, a model texture for some light coming from a window. (vol_light002), and glasswindow005b.
Killer-Instinct
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Post by Killer-Instinct »

Heres a picture of it before lighting and details:

Image

and after:

Image
Tono-Tako
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Post by Tono-Tako »

you need light_enviroment
Image
Vote for obsidian conflict in moddb
One click a day doesnt hurt your finger
Killer-Instinct
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Post by Killer-Instinct »

I'd be happy to send you the vmf if you think it will help.
Killer-Instinct
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Post by Killer-Instinct »

I just added that and its made no difference.
skidz
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Post by skidz »

Very strange, if you PM me the map ill check it out.
fug4life
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Post by fug4life »

You using Orange box sdk engine?

I'm having huge conflicts with my maps, I'm gonna have one more attempt to fix then Ill be posting here my config for inspection.

I compiled Warmachine in Orange box and all was black apartf rom models.

And archive just gets snapshot overflow

and last night I made for firecube a two room one corridor hintbrush example map (ep2_oc), the most basic and I sent vmf to cube cause I could compile although in game I get pagedpool error. and then cube opens vmf and tells me stuff like info_player_deathmatch is obsolete??
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
skidz
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Post by skidz »

he appears to be using ep1.
Killer-Instinct
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Post by Killer-Instinct »

I'm using ep1 version of the sdk because I couldn't get default perimeters to run. I don't have ep1 though, could that possibly be it? I'm going to go try the original version of sdk right now and see if thats it.

EDIT: Ok sdk won't open without -engine ep1

EDIT 2: Sent map contents to you, skidz, in a pm.
Killer-Instinct
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Post by Killer-Instinct »

Ok I have fixed it, I guess my light_spot was inside my model (I thought that was how it is supposed to be) which stopped it from lighting up my map. I'm sure I will make a wip thread when I get a few more rooms done. But heres some if your interested:

http://img176.imageshack.us/my.php?imag ... 013ya5.jpg
http://img176.imageshack.us/my.php?imag ... 014tw7.jpg
http://img403.imageshack.us/my.php?imag ... 018mu0.jpg
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Hyperjag3
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Post by Hyperjag3 »

Looks like a good start, I'm interested to see how it turns out.
Killer-Instinct
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Post by Killer-Instinct »

Thanks.
sgae
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Post by sgae »

interesting map
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