strange bright lines

VoteSkipper

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Joined
Nov 1, 2011
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hi, 1st time post :p

i have a problem with building my maps, they all look like this
2011-10-31_00001.jpg


you see those bright lines? :( what im i doing wrong? every map i build is like that, other source maps are all perfect and doesnt have any of that nonsense,
help!

Code:
Welcome to VBCT
Session Date: Tuesday, November 01, 2011,  3:41:07 AM
VBCT Version: 1.0t


Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
Steam will likely prevent it from compiling there.
Move your VMF to somewhere else like C:\mapsrc

Invalid Map location: D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.vmf

Final Compile Selected!
Compile Start Time: Tuesday, November 01, 2011,  3:41:11 AM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP:  d:\steam\steamapps\skip\sourcesdk\bin\orangebox\bin\vbsp.exe  -game  "d:\steam\steamapps\skip\counter-strike source\cstrike" "D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom"

Valve Software - vbsp.exe (Oct 17 2011)
12 threads
materialPath: d:\steam\steamapps\skip\counter-strike source\cstrike\materials
Loading D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.vmf
Could not locate 'GameData' key in d:\steam\steamapps\skip\counter-strike source\cstrike\gameinfo.txt
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 80 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_08*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_08*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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) (43169 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15 texinfos to 11
Reduced 5 texdatas to 5 (138 bytes to 138)
Writing D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
0 seconds elapsed

Compile Complete for this module.
VBSP Completed: Tuesday, November 01, 2011,  3:41:12 AM
VBSP:  Compile time: 0 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS:  d:\steam\steamapps\skip\sourcesdk\bin\orangebox\bin\vvis.exe  -game  "d:\steam\steamapps\skip\counter-strike source\cstrike" "D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom"

Valve Software - vvis.exe (Oct 17 2011)
12 threads
reading d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
reading d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.prt
  31 portalclusters
  50 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 (2)
Optimized: 2 visible clusters (0.00%)
Total clusters visible: 603
Average clusters visible: 19
Building PAS...
Average clusters audible: 31
visdatasize:500  compressed from 496
writing d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
2 seconds elapsed

Compile Complete for this module.
VVIS Completed: Tuesday, November 01, 2011,  3:41:14 AM
VVIS: Compile time: 2 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD:  d:\steam\steamapps\skip\sourcesdk\bin\orangebox\bin\vrad.exe -final  -game  "d:\steam\steamapps\skip\counter-strike source\cstrike" "D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom"

Valve Software - vrad.exe SSE (Oct 17 2011)

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

Loading d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
820 faces
84840 square feet [12216960.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
820 patches before subdivision
77500 patches after subdivision
sun extent from map=0.000000
7 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (37)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 11019766, max 455
transfer lists:  84.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(327001, 197496, 91275)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #2 added RGB(75353, 48799, 29476)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(21337, 13885, 10624)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(6298, 4026, 3982)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(1914, 1176, 1508)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(597, 345, 579)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(191, 101, 223)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(63, 30, 87)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(21, 9, 34)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(7, 3, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(3, 1, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(1, 0, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0163 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                127/8192         1524/98304    ( 1.6%) 
brushsides             762/65536        6096/524288   ( 1.2%) 
planes                 200/65536        4000/1310720  ( 0.3%) 
vertexes              1226/65536       14712/786432   ( 1.9%) 
nodes                  131/65536        4192/2097152  ( 0.2%) 
texinfos                11/12288         792/884736   ( 0.1%) 
texdata                  5/2048          160/65536    ( 0.2%) 
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                  820/65536       45920/3670016  ( 1.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              281/65536       15736/3670016  ( 0.4%) 
leaves                 133/65536        4256/2097152  ( 0.2%) 
leaffaces              822/65536        1644/131072   ( 1.3%) 
leafbrushes            204/65536         408/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             5217/512000      20868/2048000  ( 1.0%) 
edges                 3134/256000      12536/1024000  ( 1.2%) 
LDR worldlights          7/8192          616/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             63/32768         630/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1128/65536        2256/131072   ( 1.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1784092/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         500/16777216 ( 0.0%) 
entdata               [variable]       11181/393216   ( 2.8%) 
LDR ambient table      133/65536         532/262144   ( 0.2%) 
HDR ambient table      133/65536         532/262144   ( 0.2%) 
LDR leaf ambient       421/65536       11788/1835008  ( 0.6%) 
HDR leaf ambient       133/65536        3724/1835008  ( 0.2%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]       86742/0        ( 0.0%) 
physics               [variable]       43169/4194304  ( 1.0%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 2453
Writing d:\steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp
46 seconds elapsed

Compile Complete for this module.
VRAD Completed: Tuesday, November 01, 2011,  3:42:02 AM
VRAD: Compile time: 46 seconds elapsed

One Line Summary: 11/1/2011 3:42:02 AM, testroom.vmf, Counter-Strike Source, normal , normal, final, 00:00:01, 00:00:02, 00:00:47, 00:00:51
History.csv was updated.

Compile Summary - job mode: FINAL
Map Name: testroom.vmf
VBSP - mode:normal , 0 seconds, 00:00:01 elapsed
VVIS - mode:normal, 2 seconds, 00:00:02 elapsed
VRAD - mode:final, 46 seconds(LDR), n/a(HDR), 00:00:47 elapsed
Total Compile time: 00:00:51
                                                                  

NOTE: old BSP file deleted: d:\steam\steamapps\skip\counter-strike source\cstrike\maps\testroom_old.bsp
NOTE: old BSP file renamed to : d:\steam\steamapps\skip\counter-strike source\cstrike\maps\testroom_old.bsp

File copied: D:\Steam\steamapps\skip\sourcesdk_content\cstrike\mapsrc\testroom.bsp to d:\steam\steamapps\skip\counter-strike source\cstrike\maps\testroom.bsp
 
This has been an issue with source with many graphics cards since Half-Life 2 was first released. This issue is caused by anti-aliasing causing these artifacts, turning AA off will solve the problem. However, i hate turning AA off, and i assume you do too. To fix this problem within your own custom maps, you need to toy around and alter the lightmap scale. Altering the lightmap scale to a larger integer usually works for me. Report back if this works for you, im curious to find the ultimate solution to this problem. Since nobody has found it within the last 8 years.

Edit: Just so everyone else is clear, these lines DO NOT appear at brush boundaries. They appear at lightmap boundaries on a single brush, the smaller the lightmap scale, the more of these artifacts you will see. The mysterious part is these do not appear on all lightmap boundaries, and the dimmer the area is, the more abundant these artifacts are.
 
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