Help With Lighting Plzzz

FreemanHL2

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Hey im pretty new to this. In the past when i compiled a map, sum objects appeared 'wrong' or didnt shade proply, but since testing HDR out it appears as tho ALL objects are displaying wrong now. I have cubemaps, I have HDR enabled, ive included environment light, a spotlight, a normal light. I've tried throwing anything in there to see wat happens, but werever u go everything glows :| lol... So its a 'global' problem not an area problem, i've turned down the brightness on all the lights... no luck ;( HELP ME ;(

PS: only the gun is visably glowing, however ALL objects are affected.
 

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You say you have cubemaps, but do you build them in-game and then restart the map?
 
ive tried rebuilding the cubemaps, but HL2 always crashes bak to the desktop :( is this a common error?
 
Can't say that error is very common.

On your next map compile post the log.
 
No, not really; in the console it will go through each one and would show somthing like:
bounce:1/1 samples:1/x
X being the number of cubemaps you have, it will repeat that for each cubemap so you could end up with a long list of them.
 
** Executing...
** Command: "c:\program files\valve\steam\steamapps\freemanhl2\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\freemanhl2\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\freemanhl2\sourcesdk_content\CSTRIKE\MAPSRC\map1"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\freemanhl2\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\freemanhl2\sourcesdk_content\CSTRIKE\MAPSRC\map1.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\Valve\Steam\SteamApps\freemanhl2\sourcesdk_content\CSTRIKE\MAPSRC\map1.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) (6626 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (6626 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 35 texinfos to 15
Reduced 8 texdatas to 8 (183 bytes to 183)
Writing C:\Program Files\Valve\Steam\SteamApps\freemanhl2\sourcesdk_content\CSTRIKE\MAPSRC\map1.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "c:\program files\valve\steam\steamapps\freemanhl2\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\freemanhl2\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\freemanhl2\sourcesdk_content\CSTRIKE\MAPSRC\map1"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:\program files\valve\steam\steamapps\freemanhl2\sourcesdk_content\cstrike\mapsrc\map1.bsp
reading c:\program files\valve\steam\steamapps\freemanhl2\sourcesdk_content\cstrike\mapsrc\map1.prt
17 portalclusters
28 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: 253
Average clusters visible: 14
Building PAS...
Average clusters audible: 17
visdatasize:252 compressed from 272
writing c:\program files\valve\steam\steamapps\freemanhl2\sourcesdk_content\cstrike\mapsrc\map1.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\freemanhl2\sourcesdk\bin\vrad.exe"
** Parameters: -both -game "c:\program files\valve\steam\steamapps\freemanhl2\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\freemanhl2\sourcesdk_content\CSTRIKE\MAPSRC\map1"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\freemanhl2\sourcesdk_content\cstrike\mapsrc\map1.bsp
104 faces
115429 square feet [16621824.00 square inches]
0 displacements
0 square feet [0.00 square inches]
104 patches before subdivision
4530 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 168765, max 203
transfer lists: 1.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(8712, 7711, 4160)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(841, 682, 290)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(109, 76, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(14, 10, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0053 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 18/8192 216/98304 ( 0.2%)
brushsides 108/65536 864/524288 ( 0.2%)
planes 66/65536 1320/1310720 ( 0.1%)
vertexes 188/65536 2256/786432 ( 0.3%)
nodes 59/65536 1888/2097152 ( 0.1%)
texinfos 15/12288 1080/884736 ( 0.1%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 104/65536 5824/3670016 ( 0.2%)
origfaces 30/65536 1680/3670016 ( 0.0%)
leaves 61/65536 1952/2097152 ( 0.1%)
leaffaces 106/65536 212/131072 ( 0.2%)
leafbrushes 60/65536 120/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 590/512000 2360/2048000 ( 0.1%)
edges 341/256000 1364/1024000 ( 0.1%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 5/32768 50/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 63/65536 126/131072 ( 0.1%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 155656/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 252/16777216 ( 0.0%)
entdata [variable] 2260/393216 ( 0.6%)
LDR leaf ambient 61/65536 1464/1572864 ( 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] 1/12 ( 8.3%)
static props [variable] 1/394 ( 0.3%)
pakfile [variable] 29318/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 6626/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 217522 bytes ====

Linux Specific Data:
physicssurface [variable] 6626/6291456 ( 0.1%)
==== Total Linux BSP file data space used: 217522 bytes ====

Total triangle count: 262
Writing c:\program files\valve\steam\steamapps\freemanhl2\sourcesdk_content\cstrike\mapsrc\map1.bsp
11 seconds elapsed
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\freemanhl2\sourcesdk_content\cstrike\mapsrc\map1.bsp
104 faces
115429 square feet [16621824.00 square inches]
0 displacements
0 square feet [0.00 square inches]
104 patches before subdivision
4530 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 168765, max 203
transfer lists: 1.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(61, 54, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(6, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0054 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 18/8192 216/98304 ( 0.2%)
brushsides 108/65536 864/524288 ( 0.2%)
planes 66/65536 1320/1310720 ( 0.1%)
vertexes 188/65536 2256/786432 ( 0.3%)
nodes 59/65536 1888/2097152 ( 0.1%)
texinfos 15/12288 1080/884736 ( 0.1%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 104/65536 5824/3670016 ( 0.2%)
origfaces 30/65536 1680/3670016 ( 0.0%)
leaves 61/65536 1952/2097152 ( 0.1%)
leaffaces 106/65536 212/131072 ( 0.2%)
leafbrushes 60/65536 120/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 590/512000 2360/2048000 ( 0.1%)
edges 341/256000 1364/1024000 ( 0.1%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 3/8192 264/720896 ( 0.0%)
waterstrips 5/32768 50/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 63/65536 126/131072 ( 0.1%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 155656/0 ( 0.0%)
HDR lightdata [variable] 155656/0 ( 0.0%)
visdata [variable] 252/16777216 ( 0.0%)
entdata [variable] 2260/393216 ( 0.6%)
LDR leaf ambient 61/65536 1464/1572864 ( 0.1%)
HDR leaf ambient 61/65536 1464/1572864 ( 0.1%)
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] 1/394 ( 0.3%)
pakfile [variable] 29318/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 6626/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 374906 bytes ====

Linux Specific Data:
physicssurface [variable] 6626/6291456 ( 0.1%)
==== Total Linux BSP file data space used: 374906 bytes ====

Total triangle count: 262
Writing c:\program files\valve\steam\steamapps\freemanhl2\sourcesdk_content\cstrike\mapsrc\map1.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\freemanhl2\sourcesdk_content\CSTRIKE\MAPSRC\map1.bsp" "c:\program files\valve\steam\steamapps\freemanhl2\counter-strike source\cstrike\maps\map1.bsp"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\freemanhl2\counter-strike source\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\freemanhl2\counter-strike source\cstrike" +map "map1"
 
When I run 'buildcubemaps' HL2 simply freezes for a short time then crashes bak to the desktop and reports a windows error. :(
 
i ran another map, it built the cubemaps........................ its only my maps that arent working :( wat am i doing wrong?
 
this may be a clue:

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!

i'm no HDR expert, but i think skybox materials have to be created with HDR in mind for HDR to work, and you're trying to use one without the relevant HDR attributes.
 
Well, you can have a hdr map without a hdr skybox.. your sky wont react correctly when you look at it, infact it wont do anything at all. However the light_environment will still act correctly. Hdr from the skybox will look correct on all brushes etc, just the sky wont have that neat hdr effect when you look at it. Thats from my experience, and you should be able to still build cubemaps.
 
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