[CSGO] Light of entity 'light' looking blotchy ('solved')

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[CSGO] Light of entity 'light' looking blotchy ('solved')

Postby Sander on Sun Aug 11, 2013 12:33 pm

This question was solved. Jump to the 'solution' right away

Hello everybody,

Been a while since I've been mapping for Source, but I am now making a new map for CSGO.

Everything runs great, except thing thing; the light coming from the 'light' entity is looking really really bad. Please see this screenshot:
Image
Alternative URL:
2013-08-11_00007.jpg
Wrong light all over the place, but also good light.
(252.02 KiB) Not downloaded yet


The spotlights don't have this problem:
Image
Alternative URL:
2013-08-11_00003.jpg
(133.75 KiB) Not downloaded yet


I have of course Google'd, but the only possible suggested solution I ran into was to place env_cubemap's; which I did, but without luck. Can anyone suggest how to resolve this issue?

Some more details:
- There is a (partial) outside which is using a Skybox
- HDR on/off doesn't matter, it is still there.

Compile log:
Code: Select all
materialPath: E:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading F:\source_mapping\trainingsfacility_8.vmf
Map revision 248
ConVarRef gpu_level doesn't point to an existing ConVar
Patching WVT material: maps/trainingsfacility_8/concrete/blend_blacktop_01_wvt_patch
Patching WVT material: maps/trainingsfacility_8/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/trainingsfacility_8/nature/blend_grass_leaves_depot_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 246 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\source_mapping\trainingsfacility_8.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
Building Physics collision data...
done (0) (289732 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 457 texinfos to 276
Reduced 40 texdatas to 32 (1215 bytes to 1040)
Writing F:\source_mapping\trainingsfacility_8.bsp
0 seconds elapsed
Reference Count for Material ___error (1) != 0



8 threads
reading f:\source_mapping\trainingsfacility_8.bsp
reading f:\source_mapping\trainingsfacility_8.prt
 489 portalclusters
1108 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 455 visible clusters (0.00%)
Total clusters visible: 62956
Average clusters visible: 128
Building PAS...
Average clusters audible: 349
visdatasize:49596  compressed from 62592
writing f:\source_mapping\trainingsfacility_8.bsp
0 seconds elapsed



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

Loading f:\source_mapping\trainingsfacility_8.bsp
2623 faces
2 degenerate faces
235540 square feet [33917760.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2621 patches before subdivision
34839 patches after subdivision
86 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4374919, max 622
transfer lists:  33.4 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(35545, 13086, 4350)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(17597, 2091, 172)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(9444, 363, 8)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(5188, 64, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(2930, 12, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(1688, 2, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(992, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(592, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(358, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #10 added RGB(219, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #11 added RGB(135, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #12 added RGB(83, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #13 added RGB(52, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #14 added RGB(32, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #15 added RGB(20, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #16 added RGB(13, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #17 added RGB(8, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #18 added RGB(5, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #19 added RGB(3, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #20 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #21 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #22 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0087 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
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                  18/1024          864/49152    ( 1.8%)
brushes                793/8192         9516/98304    ( 9.7%)
brushsides            6083/65536       48664/524288   ( 9.3%)
planes                3462/65536       69240/1310720  ( 5.3%)
vertexes              4850/65536       58200/786432   ( 7.4%)
nodes                 1168/65536       37376/2097152  ( 1.8%)
texinfos               276/12288       19872/884736   ( 2.2%)
texdata                 32/2048         1024/65536    ( 1.6%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                 2623/65536      146888/3670016  ( 4.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1830/65536      102480/3670016  ( 2.8%)
facebrushes            269/0             538/0        ( 0.0%)
facebrushlists        2623/0           10492/0        ( 0.0%)
leaves                1187/65536       37984/2097152  ( 1.8%)
leaffaces             3509/65536        7018/131072   ( 5.4%)
leafbrushes           1396/65536        2792/131072   ( 2.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            20497/512000      81988/2048000  ( 4.0%)
edges                13269/256000      53076/1024000  ( 5.2%)
LDR worldlights         86/8192         8600/819200   ( 1.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            388/32768        3880/327680   ( 1.2%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          8235/65536       16470/131072   (12.6%)
cubemapsamples          11/1024          176/16384    ( 1.1%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     1888584/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       49596/16777216 ( 0.3%)
entdata               [variable]       46643/393216   (11.9%)
LDR ambient table     1187/65536        4748/262144   ( 1.8%)
HDR ambient table     1187/65536        4748/262144   ( 1.8%)
LDR leaf ambient      2864/65536       80192/1835008  ( 4.4%)
HDR leaf ambient      1187/65536       33236/1835008  ( 1.8%)
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]           1/12       ( 8.3%)
static props          [variable]           1/4142     ( 0.0%)
pakfile               [variable]      896293/0        ( 0.0%)
physics               [variable]      289732/4194304  ( 6.9%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 4

Total triangle count: 7869
Writing f:\source_mapping\trainingsfacility_8.bsp
17 seconds elapsed
Last edited by Sander on Fri Aug 16, 2013 11:44 am, edited 3 times in total.
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Re: [CSGO] Light of entity 'light' looking smudged/blotchy

Postby Zanarias on Mon Aug 12, 2013 11:55 am

Is this a toggled light? CS:GO and toggleable lights do not mix at all, and this is the result of using one. It's not a well-known issue.
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Re: [CSGO] Light of entity 'light' looking smudged/blotchy

Postby ErikKiller on Mon Aug 12, 2013 7:15 pm

What are your compile settings?
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Re: [CSGO] Light of entity 'light' looking smudged/blotchy

Postby Sander on Mon Aug 12, 2013 8:39 pm

Thanks for your replies! :-D

Zanarias wrote:Is this a toggled light? CS:GO and toggleable lights do not mix at all, and this is the result of using one. It's not a well-known issue.


No, it is a very regular light entity, and I have not made it toggled.

ErikKiller wrote:What are your compile settings?


I use the Normal compile interface/settings:
Image

In the meantime I have discovered that the spotlights and the regular light entity might be interfering. The spotlight seems to be causing really weird shadows. Does that maybe ring a bell with anyone? It's pretty confusing..
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Re: [CSGO] Light of entity 'light' looking smudged/blotchy

Postby WhiteDevil on Mon Aug 12, 2013 8:59 pm

Compile with HDR on. I don't think csgo does even support non-HDR anymore, same as with L4D2.
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Re: [CSGO] Light of entity 'light' looking smudged/blotchy

Postby ErikKiller on Tue Aug 13, 2013 12:34 pm

WhiteDevil wrote:Compile with HDR on. I don't think csgo does even support non-HDR anymore, same as with L4D2.

Yep. CSGO doesn't do non-HDR. Therefore, what you're asking of the game is to only show 50% of lights and that's exactly what you're getting.
Enabling HDR should fix it.
I think this is also one of the reasons why fullbright 1 doesn't really work.
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Re: [CSGO] Light of entity 'light' looking smudged/blotchy

Postby Sander on Tue Aug 13, 2013 12:37 pm

ErikKiller wrote:
WhiteDevil wrote:Compile with HDR on. I don't think csgo does even support non-HDR anymore, same as with L4D2.

Yep. CSGO doesn't do non-HDR. Therefore, what you're asking of the game is to only show 50% of lights and that's exactly what you're getting.
Enabling HDR should fix it.
I think this is also one of the reasons why fullbright 1 doesn't really work.


Thanks, it sounds hopeful, I'll try again tonight when I am home!

I know I stated in my opening post that HDR on/off doesn't make any difference, but after so much testing (and yes, I tried a lot before turning to you guys here :) ) I could of course be missing something.

Looking forward to try it out, will tell you the result as soon as I know.

Edit: this topic seems promising too: http://csgo.gamebanana.com/threads/184726 - found after searching on 'csgo hdr support'. There they said that if any light entity has a name, it will cause troubles too. Well, just a few more things to test.
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Re: [CSGO] Light of entity 'light' looking smudged/blotchy

Postby Sander on Tue Aug 13, 2013 4:37 pm

And here is the solution:

Don't give light (or spotlights etc.) a name, or you will end up with these weird shadows. The exact technical reason is still unknown to me. Also, to compile with or without HDR does not matter.

Pity; controllable lights are not possible from CSGO (without looking bad).
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Re: [CSGO] Light of entity 'light' looking blotchy (solved)

Postby ErikKiller on Tue Aug 13, 2013 5:08 pm

Giving a name to the light entity will make it dynamic, as far as I know, Source supports exactly one.
Don't give light entities names unless you REALLY need to.
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Re: [CSGO] Light of entity 'light' looking blotchy (solved)

Postby Sander on Tue Aug 13, 2013 5:13 pm

ErikKiller wrote:Giving a name to the light entity will make it dynamic, as far as I know, Source supports exactly one.
Don't give light entities names unless you REALLY need to.


Also tried it with one name, still messes up the whole thing in the area for that light. I ran some more tests (will show a screenshot later). Still, if anyone knows why Source goes completely bonkers when lights are 'named', I'd like to know (and probably others too) :D
Last edited by Sander on Tue Aug 13, 2013 5:52 pm, edited 2 times in total.
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Re: [CSGO] Light of entity 'light' looking blotchy (solved)

Postby LordDz on Tue Aug 13, 2013 5:48 pm

Why does the lights in that scene require names? Do you have buttons tied to them?
But it's mostly because source doesn't handle dynamic lights well, and as said - naming lights turn them into dynamic ones.
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Re: [CSGO] Light of entity 'light' looking blotchy (solved)

Postby Sander on Tue Aug 13, 2013 5:51 pm

LordDz wrote:Why does the lights in that scene require names? Do you have buttons tied to them?
But it's mostly because source doesn't handle dynamic lights well, and as said - naming lights turn them into dynamic ones.


I used them mainly for grouping them internally in the editor - but I will move them to VisGroups now. I found using names for entities more convenient.

Eventually I wanted some lights to be switchable, but that is not possible anymore then probably.


Edit - and here is the screenshot with a little "research":
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Re: [CSGO] Light of entity 'light' looking blotchy ('solved'

Postby ErikKiller on Tue Aug 13, 2013 6:32 pm

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Re: [CSGO] Light of entity 'light' looking blotchy ('solved'

Postby Sander on Tue Aug 13, 2013 6:40 pm

ErikKiller wrote:https://developer.valvesoftware.com/wiki/Naming_Lights


Thanks Erik, that clarifies it a bit more how naming lights affects the rendering.
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Re: [CSGO] Light of entity 'light' looking blotchy ('solved'

Postby ErikKiller on Wed Aug 14, 2013 10:59 am

Usually, if you're unsure about an entity or you're just learning something new, just jump to https://developer.valvesoftware.com/wiki/ and search for the entity, read up on it, and then replicate/follow a tutorial. The tutorial will make a lot more sense and, hopefully, your brain will store the info about the entity somewhere for future reference/issues.
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