Strange lighting problem...

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Strange lighting problem...

Postby AnKOu on Thu Jul 26, 2012 10:53 pm

Hi everyone, I have a lighting problem that I cant fix. Already got one similar on a previous map, but by fixing degenerates faces and 0 area child patch, problem was gone. But this time, it stays :(

Actually this is the problem :
Image
Image

Faces are lited by an light_env without holes in wall...

Here is the compile log :
-------------------------------------------------------------------------------
Running command: cd "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin
"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin\vb
sp.exe" -game "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\left4dead
2" "C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_prypiat.vmf"

-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Sep 30 2011)
2 threads
materialPath: d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\left4dead2
\materials
Loading C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_prypiat.
vmf
Can't find surfaceprop stone for material DNIEPR/WARM_WELCOMING/DECHETS02, using
default
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Warning: Fell out of small block heap!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1922 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_prypiat.
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
Can't find surfaceprop beton for material dniepr/hotel_pripyat/decal_beton, usin
g default
Can't find surfaceprop stone for material dniepr/warm_welcoming/dechets02_decal,
using default
Building Physics collision data...
done (2) (2256198 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10634 texinfos to 8688
Reduced 132 texdatas to 114 (4250 bytes to 3571)
Writing C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_prypiat.
bsp
10 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin
"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin\vv
is.exe" -game "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\left4dead
2" -fast "C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_prypia
t"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Sep 30 2011)
fastvis = true
2 threads
reading c:\users\ankou\desktop\campagne tchernobyl\maps\the_beauties_of_prypiat.
bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\users\ankou\desktop\campagne tchernobyl\maps\the_beauties_of_prypiat.
prt
3118 portalclusters
7772 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 511930 visible clusters (0.00%)
Total clusters visible: 2839982
Average clusters visible: 910
Building PAS...
Average clusters audible: 2407
visdatasize:1677435 compressed from 2444512
writing c:\users\ankou\desktop\campagne tchernobyl\maps\the_beauties_of_prypiat.
bsp
4 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin
"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\bin\vr
ad.exe" -game "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\left4dea
d2" -noextra "C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beauties_of_pr
ypiat"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Sep 30 2011)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\ankou\desktop\campagne tchernobyl\maps\the_beauties_of_prypiat.
bsp
Setting up ray-trace acceleration structure... Done (9.79 seconds)
21307 faces
1538991 square feet [221614832.00 square inches]
39 Displacements
24988 Square Feet [3598307.75 Square Inches]
21307 patches before subdivision
199783 patches after subdivision
sun extent from map=0.087156
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (128)
transfers 26725305, max 1109
transfer lists: 203.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1032158, 1034724, 682618)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(210005, 202334, 108478)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(54931, 49808, 20287)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(14839, 12963, 4234)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(4372, 3611, 926)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1297, 1029, 219)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(400, 301, 54)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(124, 90, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(40, 27, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(13, 9, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(4, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1113 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (35)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (30)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 6376/8192 76512/98304 (77.8%)
brushsides 51973/65536 415784/524288 (79.3%)
planes 19066/65536 381320/1310720 (29.1%)
vertexes 35604/65536 427248/786432 (54.3%)
nodes 7143/65536 228576/2097152 (10.9%)
texinfos 8688/12288 625536/884736 (70.7%)
texdata 114/2048 3648/65536 ( 5.6%)
dispinfos 39/0 6864/0 ( 0.0%)
disp_verts 9135/0 182700/0 ( 0.0%)
disp_tris 16032/0 32064/0 ( 0.0%)
disp_lmsamples 73761/0 73761/0 ( 0.0%)
faces 21307/65536 1193192/3670016 (32.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 15133/65536 847448/3670016 (23.1%)
leaves 7148/65536 228736/2097152 (10.9%)
leaffaces 25491/65536 50982/131072 (38.9%)
leafbrushes 11744/65536 23488/131072 (17.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 163477/512000 653908/2048000 (31.9%)
edges 104519/256000 418076/1024000 (40.8%)
LDR worldlights 6/8192 600/819200 ( 0.1%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 2854/32768 28540/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 54792/65536 109584/131072 (83.6%) VERY FULL!
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 49/512 17248/180224 ( 9.6%)
LDR lightdata [variable] 8691832/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1677435/16777216 (10.0%)
entdata [variable] 129794/393216 (33.0%)
LDR ambient table 7148/65536 28592/262144 (10.9%)
HDR ambient table 7148/65536 28592/262144 (10.9%)
LDR leaf ambient 28275/65536 791700/1835008 (43.1%)
HDR leaf ambient 7148/65536 200144/1835008 (10.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/50548 ( 0.0%)
pakfile [variable] 442787/0 ( 0.0%)
physics [variable] 2256198/4194304 (53.8%)
physics terrain [variable] 8332/1048576 ( 0.8%)

Level flags = 0

Total triangle count: 60342
Writing c:\users\ankou\desktop\campagne tchernobyl\maps\the_beauties_of_prypiat.
bsp
3 minutes, 52 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "C:\Users\AnKOu\Desktop\Campagne Tchernobyl\maps\the_beaut
ies_of_prypiat.bsp" "d:\ankou_docs\jeux\steam\steamapps\common\left 4 dead 2\lef
t4dead2\maps\the_beauties_of_prypiat.bsp"
-------------------------------------------------------------------------------

Finished. Press a key to close.


The only problem which appear in log, seems to be insignificant (according to some research on google...), also when I compile without a piece of map, lighting problem disappear and Warning: Fell out of small block heap! is still there...(this piece of map is quite big, so i can't delete it...)

Compiling with vis+bsp+rad in normal dont fix this problem.

Did someone already got this problem and how did he fix it?
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Re: Strange lighting problem...

Postby Gambini on Thu Jul 26, 2012 11:07 pm

My post is unuseful this time. But I saw a few guys reporting similar issues and don´t remember they finding a solution. And I think one of my maps has this problem too and it´s quite unexplainable. It must be a bug in the compiling tools.
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Re: Strange lighting problem...

Postby srredfire on Fri Jul 27, 2012 12:16 am

Try not compiling on fast and see if that helps.
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Re: Strange lighting problem...

Postby Dives on Fri Jul 27, 2012 12:50 am

Actually Gambini I managed to fix all instances of it except for one by copy pasting the contents of the map into a new VMF. I've discovered the problem goes away if you compile with the -notjunc parameter, but that's less than ideal.

"Warning: Fell out of small block heap!" isn't a problem. It happens to all L4D2 maps once they reach a certain number of brushes. Through testing I've discovered this warning is telling you that vbsp can't do splitting of func_detail faces anymore.
Current project: Journey to Splash Mountain [L4D2]
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Re: Strange lighting problem...

Postby AnKOu on Sun Jul 29, 2012 12:56 pm

Dives wrote:Actually Gambini I managed to fix all instances of it except for one by copy pasting the contents of the map into a new VMF. I've discovered the problem goes away if you compile with the -notjunc parameter, but that's less than ideal.


Ok so the problem could come from func_detail...I had a few days ago too many t-junctions to fix up error, maybe I still have too much func_detail (not enough to cause just mentionned problem, but still too much).

You said that you still have one problem, have you degenerates faces in your map? because fixing those errors help me in a previous map like I said earlier. Even if it doesnt work on my actual map, it is a lead ^^.

Will try to copy paste in a new vmf...
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Re: Strange lighting problem...

Postby SotaPoika on Sun Jul 29, 2012 1:27 pm

"waterindices 54792/65536 109584/131072 (83.6%) VERY FULL!"

This, is what caused similar problems in both my NMRiH maps too, as they were very large and had lots of func_detail/world geometry touching, which t-junc fixing is for to smooth the edges. How to tackle this, is to start getting rid of func_details turning them to either func_brush with Always Solid and similar settings OR start using propper to turn brushes into props/models.

Here's a thread of it when I had the problem few years ago:

http://forums.steampowered.com/forums/s ... ?t=1446284

And another one:

viewtopic.php?f=2&t=31440
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Re: Strange lighting problem...

Postby AnKOu on Sun Jul 29, 2012 1:56 pm

SotaPoika wrote:How to tackle this, is to start getting rid of func_details turning them to either func_brush with Always Solid and similar settings OR start using propper to turn brushes into props/models.


Ok thank you, will try that, but can you explain me differences between func_detail and func_brush, I assume they render differently in certain condition, is there func_detail which should never be transform in func_brush (big ones? little ones? stairs?...), are they litted the same way as func_detail?
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Re: Strange lighting problem...

Postby SotaPoika on Sun Jul 29, 2012 2:40 pm

AnKOu wrote:
SotaPoika wrote:How to tackle this, is to start getting rid of func_details turning them to either func_brush with Always Solid and similar settings OR start using propper to turn brushes into props/models.


Ok thank you, will try that, but can you explain me differences between func_detail and func_brush, I assume they render differently in certain condition, is there func_detail which should never be transform in func_brush (big ones? little ones? stairs?...), are they litted the same way as func_detail?


Turn some "simpler" groups of detail brushes into func_brush. You see, func_brush is dynamic entity, so having those alot will clog up your entdata in exchange, use wisely. Func_brush gets lit little worse than func_detail, probably because it's dynamic entity. It depends on the situation though, so it's time for you to trial and error to see what works and what doesn't. Also, if you have some details that are flat (larger pillars and alike), turn 'em into displacements as that reduces the waterindices count too.

Get creative and you'll find out many kind of weird ways trying to tackle problems of an old engine. :P
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Re: Strange lighting problem...

Postby AnKOu on Sun Jul 29, 2012 4:42 pm

Turned a bunch of func_detail in func_brush and it resolves everything. But yes must turn brushs which are lit uniformly otherwise lighting is worse than func_detail.
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Re: Strange lighting problem...

Postby Dives on Sun Jul 29, 2012 7:07 pm

I'm pretty sure func_brush gets lightmaps applied in the same way that func_detail does. Brush entities are never origin lit.
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Re: Strange lighting problem...

Postby AnKOu on Sun Jul 29, 2012 7:11 pm

I tested only with vrad in fast, but some architecture which was on func_detail was badly lit in func_brush.
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