Author Topic: Odd lighting issue  (Read 3185 times)

Offline Statua

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Odd lighting issue
« on: June 05, 2014, 08:33:12 PM »
I'm having some issues with Rockford. In large areas, static props are only being lit by the ambient value of the light_environment. Yet the same props in other areas are being lit by both. It's not the props themselves or the origin. I've tried this. It seems that if a static prop is in that specific area, it doesn't receive sun rays, only ambient rays. There are no brushes to explain why this is occurring.  I compiled with -staticproppolys and -textureshadows.

Click to see the original size.

Here's a compile log:

Code: [Select]
================== VBSP ==================



materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
Loading C:\mapsrc\rp_rockford_v0p.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop asphalt for material OCRP/URBAN/ROAD_1_02, using default
material "ajacks/ben_paintblue" not found.
Material not found!: AJACKS/BEN_PAINTBLUE
Warning in .VMT file ($envmaptint): no ']' or '}' found in vector key "$envmaptint".
Did you forget to surround the vector with "s?
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/rp_rockford_v0p/nature/blendmilground008b_2_wvt_patch
Patching WVT material: maps/rp_rockford_v0p/nature/blendgrassdirt01_noprop_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3358 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
writing C:\mapsrc\rp_rockford_v0p.prt...Building visibility clusters...
done (0)
Can't load skybox file skybox/painted to build the default cubemap!
Can't load skybox file skybox/painted to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (2661060 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10673 texinfos to 6476
Reduced 1677 texdatas to 1487 (88537 bytes to 79556)
Writing C:\mapsrc\rp_rockford_v0p.bsp
28 seconds elapsed

================== VVIS ==================




8 threads
reading c:\mapsrc\rp_rockford_v0p.bsp
reading c:\mapsrc\rp_rockford_v0p.prt
3270 portalclusters
8375 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 17164 visible clusters (0.82%)
Total clusters visible: 2091332
Average clusters visible: 639
Building PAS...
Average clusters audible: 2523
visdatasize:1763911  compressed from 2720640
writing c:\mapsrc\rp_rockford_v0p.bsp
2 hours, 15 minutes, 9 seconds elapsed

================== VRAD ==================




[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\mapsrc\rp_rockford_v0p.bsp
Loaded alpha texture materials\models\props_foliage\cedar01_mip0.vtf
Loaded alpha texture materials\models\props_foliage\arbre01.vtf
Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
Error! Unable to load file "models/props_foliage/urban_streettree01.dx80.vtx"
Error! Unable to load file "models/props_foliage/mall_pot_large01.dx80.vtx"
Error! Unable to load file "models/props_foliage/mall_small_palm01.dx80.vtx"
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
Error! Unable to load file "models/props_foliage/mall_big_plant01.dx80.vtx"
Error! Unable to load file "models/props_foliage/mall_bigleaves_plant03.dx80.vtx"
Error! Unable to load file "models/props_foliage/mall_bush02.dx80.vtx"
Error! Unable to load file "models/props_foliage/mall_pot_squarexl01.dx80.vtx"
Error! Unable to load file "models/props_foliage/urban_tree_giant01_skysphere.dx80.vtx"
Loaded alpha texture materials\models\props_forest\FenceBarbedWire_Wire.vtf
Loaded alpha texture materials\models\props_forest\FenceBarbedWire_Wire2.vtf
Error! Unable to load file "models/props_foliage/urban_tree_giant01.dx80.vtx"
30565 faces
22 degenerate faces
23960970 square feet [3450379776.00 square inches]
729 Displacements
8164477 Square Feet [1175684736.00 Square Inches]
30543 patches before subdivision
565693 patches after subdivision
1071 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 80329404, max 2082
transfer lists: 612.9 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(829839, 776389, 667952)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(311629, 254043, 184465)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(130400, 99871, 65654)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(58981, 42966, 25838)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(29331, 20785, 11473)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(14703, 10047, 5069)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(7907, 5244, 2409)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(4216, 2686, 1121)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(2355, 1447, 547)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1302, 765, 262)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(742, 418, 129)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(419, 225, 63)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(242, 124, 31)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(139, 68, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(81, 38, 8)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(47, 21, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(27, 12, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(16, 6, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(9, 4, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(5, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #24 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.4621 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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.
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                  99/1024         4752/49152    ( 9.7%)
brushes               7308/8192        87696/98304    (89.2%) VERY FULL!
brushsides           50789/65536      406312/524288   (77.5%)
planes               19400/65536      388000/1310720  (29.6%)
vertexes             58906/65536      706872/786432   (89.9%) VERY FULL!
nodes                 9596/65536      307072/2097152  (14.6%)
texinfos              6476/12288      466272/884736   (52.7%)
texdata               1487/2048        47584/65536    (72.6%)
dispinfos              729/0          128304/0        ( 0.0%)
disp_verts           46673/0          933460/0        ( 0.0%)
disp_tris            72096/0          144192/0        ( 0.0%)
disp_lmsamples     4537620/0         4537620/0        ( 0.0%)
faces                30565/65536     1711640/3670016  (46.6%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            19996/65536     1119776/3670016  (30.5%)
leaves                9696/65536      310272/2097152  (14.8%)
leaffaces            38643/65536       77286/131072   (59.0%)
leafbrushes          17205/65536       34410/131072   (26.3%)
areas                   11/256            88/2048     ( 4.3%)
surfedges           202623/512000     810492/2048000  (39.6%)
edges               149438/256000     597752/1024000  (58.4%)
LDR worldlights       1071/8192        94248/720896   (13.1%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            4/32768          48/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples         586/1024         9376/16384    (57.2%)
overlays                49/512         17248/180224   ( 9.6%)
LDR lightdata         [variable]    37939916/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1763911/16777216 (10.5%)
entdata               [variable]      930489/393216   (236.6%) VERY FULL!
LDR ambient table     9696/65536       38784/262144   (14.8%)
HDR ambient table     9696/65536       38784/262144   (14.8%)
LDR leaf ambient     45755/65536     1281140/1835008  (69.8%)
HDR leaf ambient      9696/65536      271488/1835008  (14.8%)
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]           1/2458060  ( 0.0%)
dtl prp lght          [variable]           1/275114   ( 0.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/274862   ( 0.0%)
pakfile               [variable]      479634/0        ( 0.0%)
physics               [variable]     2661060/4194304  (63.4%)
physics terrain       [variable]      205561/1048576  (19.6%)

Level flags = 0

Total triangle count: 61319
Writing c:\mapsrc\rp_rockford_v0p.bsp
47 minutes, 1 second elapsed

Any ideas?


 

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