1. Post #1

    October 2011
    149 Posts
    After fixing all my other issues in my map I have ran into yet another.



    Npcs, Players, Tools\weapons, and props Don't get lit up and it stays dark unless you shine a flashlight on it. I know that its not a game problem but a problem with my lighting and im still a noob at lighting and other stuff like that so im asking for some help with lighting
    thanks.
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  2. Post #2
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    7,495 Posts
    Is your light being calculated when you compile the map?
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  3. Post #3

    October 2011
    149 Posts
    Is your light being calculated when you compile the map?
    I think so dunno let me get my compile log.


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\jneidlow151\sourcesdk\bin\or angebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrys mod" "I:\Game's and programs from TPB\My map\New_party_map.vmf"

    Valve Software - vbsp.exe (Oct 14 2011)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrys mod\materials
    Loading I:\Game's and programs from TPB\My map\New_party_map.vmf
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrys mod\gameinfo.txt
    Patching WVT material: maps/new_party_map/nature/blenddirtgrass001b_wvt_patch
    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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing I:\Game's and programs from TPB\My map\New_party_map.prt...Building visibility clusters...
    done (1)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_borealis01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_borealis01*.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) (124791 bytes)
    Error! To use model "models/props_c17/furnituremattress001a.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_c17/furnituremattress001a.mdl"!
    Error! prop_static using model "models/props_c17/furnituredresser001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/furnituredresser001a.mdl"!
    Error! prop_static using model "models/props_c17/furniturebed001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/furniturebed001a.mdl"!
    Error! prop_static using model "models/props_interiors/furniture_couch02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_interiors/furniture_couch02a.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 297 texinfos to 212
    Reduced 45 texdatas to 40 (1181 bytes to 970)
    Writing I:\Game's and programs from TPB\My map\New_party_map.bsp
    5 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\jneidlow151\sourcesdk\bin\or angebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrys mod" "I:\Game's and programs from TPB\My map\New_party_map"

    Valve Software - vvis.exe (Oct 14 2011)
    4 threads
    reading i:\game's and programs from tpb\my map\New_party_map.bsp
    reading i:\game's and programs from tpb\my map\New_party_map.prt
    1414 portalclusters
    4171 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (99)
    Optimized: 6422 visible clusters (0.00%)
    Total clusters visible: 361866
    Average clusters visible: 255
    Building PAS...
    Average clusters audible: 899
    visdatasize:382692 compressed from 520352
    writing i:\game's and programs from tpb\my map\New_party_map.bsp
    1 minute, 42 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\jneidlow151\sourcesdk\bin\or angebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrys mod" "I:\Game's and programs from TPB\My map\New_party_map"

    Valve Software - vrad.exe SSE (Oct 14 2011)

    Valve Radiosity Simulator
    4 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\jneidlow151\sourcesdk\bin\or angebox\bin\lights.rad.
    Loading i:\game's and programs from tpb\my map\New_party_map.bsp
    Setting up ray-trace acceleration structure... Done (0.40 seconds)
    4597 faces
    7 degenerate faces
    5626663 square feet [810239552.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    4590 patches before subdivision
    zero area child patch
    zero area child patch
    135964 patches after subdivision
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
    transfers 9996083, max 599
    transfer lists: 76.3 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(1782, 2176, 1667)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(38, 36, 20)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(3, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0818 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
    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 (23)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 21/1024 1008/49152 ( 2.1%)
    brushes 322/8192 3864/98304 ( 3.9%)
    brushsides 2628/65536 21024/524288 ( 4.0%)
    planes 2670/65536 53400/1310720 ( 4.1%)
    vertexes 6616/65536 79392/786432 (10.1%)
    nodes 3071/65536 98272/2097152 ( 4.7%)
    texinfos 212/12288 15264/884736 ( 1.7%)
    texdata 40/2048 1280/65536 ( 2.0%)
    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 4597/65536 257432/3670016 ( 7.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1210/65536 67760/3670016 ( 1.8%)
    leaves 3093/65536 98976/2097152 ( 4.7%)
    leaffaces 5187/65536 10374/131072 ( 7.9%)
    leafbrushes 1882/65536 3764/131072 ( 2.9%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 26678/512000 106712/2048000 ( 5.2%)
    edges 14404/256000 57616/1024000 ( 5.6%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 475/32768 4750/327680 ( 1.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 7212/65536 14424/131072 (11.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 4617520/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 382692/16777216 ( 2.3%)
    entdata [variable] 16938/393216 ( 4.3%)
    LDR ambient table 3093/65536 12372/262144 ( 4.7%)
    HDR ambient table 3093/65536 12372/262144 ( 4.7%)
    LDR leaf ambient 4419/65536 123732/1835008 ( 6.7%)
    HDR leaf ambient 3093/65536 86604/1835008 ( 4.7%)
    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] 1/2376 ( 0.0%)
    pakfile [variable] 175224/0 ( 0.0%)
    physics [variable] 124791/4194304 ( 3.0%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 12630
    Writing i:\game's and programs from tpb\my map\New_party_map.bsp
    1 minute, 8 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "I:\Game's and programs from TPB\My map\New_party_map.bsp" "c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrys mod\maps\New_party_map.bsp"
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  4. Post #4
    Gold Member

    June 2011
    288 Posts
    ** Executing...
    ** Command: Copy File
    ** Parameters: "I:\Game's and programs from TPB\My map\New_party_map.bsp" "c:\program files (x86)\steam\steamapps\jneidlow151\garrysmod\garrys mod\maps\New_party_map.bsp"
    Torrenting games isn't good.
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  5. Post #5

    October 2011
    149 Posts
    Torrenting games isn't good.
    Its not The Pirate Bay its my friends
    initials not the first time it has been mistaken.

    But really back on topic please my lighting is screwed up.
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  6. Post #6
    Gold Member
    Juniez's Avatar
    May 2007
    6,696 Posts
    Torrenting games isn't good.
    jumping to conclusions are we
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  7. Post #7
    Gold Member
    cani's Avatar
    June 2005
    699 Posts
    Do you have any env_cubemap's in your map?

  8. Post #8
    Gold Member
    Best4bond's Avatar
    August 2008
    3,458 Posts
    Its not The Pirate Bay its my friends
    initials not the first time it has been mistaken.

    But really back on topic please my lighting is screwed up.
    Link steam account then...
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  9. Post #9

    October 2011
    149 Posts
    Link steam account then...
    Who ever said they have Steam?
    Just because his name showed up doesn't mean that he has Steam alot of my friends don't have steam or even know what Steam is.

    Stay on topic please this lighting is annoying.
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  10. Post #10
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,816 Posts
    Who ever said they have Steam?
    Just because his name showed up doesn't mean that he has Steam alot of my friends don't have steam or even know what Steam is.

    Stay on topic please this lighting is annoying.
    He meant link your steam account.

    As for the problem goes, I have never heard of that problem before. And if you were using a cracked steam/game it could be the reason for all I know.

  11. Post #11
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Who ever said they have Steam?
    Just because his name showed up doesn't mean that he has Steam alot of my friends don't have steam or even know what Steam is.

    Stay on topic please this lighting is annoying.
    If he doesn't have a steam account, he doesn't have a legal copy of whatever he is building the map in.

  12. Post #12
    RustyC's Avatar
    April 2011
    325 Posts
    Are you sure you have enough lights?

  13. Post #13
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    7,495 Posts
    If he doesn't have a steam account, he doesn't have a legal copy of whatever he is building the map in.
    Since TF2 became F2P Valve have made the Source SDK available with it as well.

    Which means he could have gotten TF2 and the SDK then just Pirate HL2, GMod etc.
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  14. Post #14
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Since TF2 became F2P Valve have made the Source SDK available with it as well.

    Which means he could have gotten TF2 and the SDK then just Pirate HL2, GMod etc.
    Point, but would the pirated games show on steam?

  15. Post #15
    Gold Member

    June 2011
    288 Posts
    Point, but would the pirated games show on steam?
    Nope. As above, he would get tf2 for free that would PROBABLY come with SDK, map then test in his pirated GMOD.
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  16. Post #16

    October 2011
    149 Posts
    Are you sure you have enough lights?
    Yes im sure I have 5 lights
    Should I take and put them in corners?


    Stop with the "Its a pirated account" stuff its not pirated I bought my games I will link you to MY steam account now.

    Now really please just help me.


    Here it is- http://steamcommunity.com/id/Peavy
    Check it out all valid.

  17. Post #17
    RustyC's Avatar
    April 2011
    325 Posts
    Could you post a picture of the map? I get the feeling there isn't enough light in the room but I can't be sure unless I can see a picture.

  18. Post #18

    October 2011
    149 Posts
    Could you post a picture of the map? I get the feeling there isn't enough light in the room but I can't be sure unless I can see a picture.
    Alrighty next time I get on I will get a pic of it right now im just working on other stuff with it.

    Compiling is annoying and I don't feel like sitting through it.

  19. Post #19
    G-Enigma's Avatar
    June 2011
    326 Posts
    Yes im sure I have 5 lights
    Should I take and put them in corners?

    *random stuff about people hating and thinking you're a pirate or something*
    Maybe make sure the lights aren't inside something, and that their brightness value is appreciably high and basic stuff like that, some people have been having issues with the source sdk after Valve updated it.
    I ran into a similar issue a few days ago, except static and physics props were the only things that had lighting, and that was with the 2009 engine.

  20. Post #20

    October 2011
    149 Posts
    Maybe make sure the lights aren't inside something, and that their brightness value is appreciably high and basic stuff like that, some people have been having issues with the source sdk after Valve updated it.
    I ran into a similar issue a few days ago, except static and physics props were the only things that had lighting, and that was with the 2009 engine.
    Yea Valves latest update broke ALOT of things but that's not the point here.

    I made sure that the lights are not inside anything so I know thats not it, the brightness and everything is up so im really not for sure whats going on.

  21. Post #21
    G-Enigma's Avatar
    June 2011
    326 Posts
    Yea Valves latest update broke ALOT of things but that's not the point here.

    I made sure that the lights are not inside anything so I know thats not it, the brightness and everything is up so im really not for sure whats going on.
    Well then how do you know that the problem is not update-related?
    Anyway, maybe you could test whether or not skybox-based lighting works.
    And about compiling, how big is your map, anyway? Does it take that long to compile?

  22. Post #22

    October 2011
    149 Posts
    Well then how do you know that the problem is not update-related?
    Anyway, maybe you could test whether or not skybox-based lighting works.
    And about compiling, how big is your map, anyway? Does it take that long to compile?
    Well all of the sudden I can't get past portal flow so never.
    One problem after another.

  23. Post #23
    Gold Member
    cani's Avatar
    June 2005
    699 Posts
    After you get past portal flow issue (which is due to improper optimization) you should move the map to a folder without a apostrophe and compile.

  24. Post #24

    October 2011
    149 Posts
    After you get past portal flow issue (which is due to improper optimization) you should move the map to a folder without a apostrophe and compile.
    So that one little character can be messing with my lighting?

  25. Post #25
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    So that one little character can be messing with my lighting?
    No. The only time punctuation should not be used is in the map name.
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  26. Post #26

    October 2011
    149 Posts
    Ok so were back at square one withh not much of an answer

    Im working on getting a screeny of my map or a .vtf if requested.

  27. Post #27
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    7,495 Posts
    Just noticed that your lights.rad isn't found, can't remember for the life of me if this is a major error?

    Edited:

    i think it's just for textured lighting actually...

  28. Post #28

    October 2011
    149 Posts
    Alright now I got it so when your near the light you can see your tools.

    Any settings I should change in the lights?

  29. Post #29
    Blacksheepboy's Avatar
    June 2010
    208 Posts
    Have you optimized at all?

  30. Post #30
    RustyC's Avatar
    April 2011
    325 Posts
    Alright now I got it so when your near the light you can see your tools.

    Any settings I should change in the lights?
    It could be any number of things causing this and it is pretty impossible to guess what is wrong without a picture of the map. However, I will take several random shots in the dark.

    1) Are the room's textures custom made?
    2) Is the light entity inside a brush or prop?
    3) Is the brightness of the light higher than 50?
    4) Were there any ingame errors?
    5) Is the light entity either a light, light_enviroment or light_spot?
    6) Is the light named?
    7) Is the 'initially dark' flag ticked?
    8) Do you have any cubemaps?
    9) Does this error occur on every light or just the one?
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  31. Post #31
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    It could be any number of things causing this and it is pretty impossible to guess what is wrong without a picture of the map. However, I will take several random shots in the dark. Are the room's textures custom made? Is the light entity inside a brush or prop? is the brightness of the light higher than 50? were there any ingame errors? is the light entity either a light, light_enviroment or light_spot? is the light named? Is the 'initially dark' flag ticked? do you have any cubemaps? does this error occur on every light or just the one?
    Also, if there are cubemaps, have you built them?

  32. Post #32

    October 2011
    149 Posts
    Would you guys like the .vtf to take a look at it?
    Or the BSP?

    Im not for sure what cubemaps are so I dont think so

  33. Post #33
    RustyC's Avatar
    April 2011
    325 Posts
    Firstly, .vmf is a map file and .vtf is a texture file (and irrelevant to the problem). You could upload a bsp if you want but it's not really necessary. Just try and answer as many of the questions I asked as you can and we could work it out without seeing the map. After you upload the vmf, anyone can edit it. If you're paranoid of someone stealing it then don't do that, otherwise, that would be a quick way for us to find the problem.

  34. Post #34

    October 2011
    149 Posts
    Firstly, .vmf is a map file and .vtf is a texture file (and irrelevant to the problem). You could upload a bsp if you want but it's not really necessary. Just try and answer as many of the questions I asked as you can and we could work it out without seeing the map. After you upload the vmf, anyone can edit it. If you're paranoid of someone stealing it then don't do that, otherwise, that would be a quick way for us to find the problem.
    Yea .vmf is what I ment anyways I will upload the Vtf later and let one of you people help me out I will say this I put the light in the corners just so you can find them if you take a look at it.

  35. Post #35
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    7,495 Posts
    Yea .vmf is what I ment anyways I will upload the VMF later and let one of you people help me out I will say this I put the light in the corners just so you can find them if you take a look at it.
    God damnit somebody just pointed out your mistake.
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  36. Post #36

    October 2011
    149 Posts
    God damnit somebody just pointed out your mistake.
    VMF's is the format that maps are saved in what am I doing wrong?
    I really don't understand what your pointing out I see VMF is bolded so I really don't know because as I said that's what its saved in until you compile.

  37. Post #37
    RustyC's Avatar
    April 2011
    325 Posts
    VMF's is the format that maps are saved in what am I doing wrong?
    I really don't understand what your pointing out I see VMF is bolded so I really don't know because as I said that's what its saved in until you compile.
    He bolded it because he changed it. You said VTF again, despite me point out that it was wrong.

  38. Post #38

    October 2011
    149 Posts
    He bolded it because he changed it. You said VTF again, despite me point out that it was wrong.
    .... stuff like that I never really do notice.

    But the fact I did that wrong has nothing to do with my screwy lights so please any help is appreciated.

  39. Post #39
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    .... stuff like that I never really do notice.

    But the fact I did that wrong has nothing to do with my screwy lights so please any help is appreciated.
    Any you still haven't supplied a vmf, image, or even the answers to rusty c's questions.
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  40. Post #40

    October 2011
    149 Posts
    Any you still haven't supplied a vmf, image, or even the answers to rusty c's questions.
    Ooops

    Here lemme get that for ya

    There is EVERYTHING relating to my map. http://www.mediafire.com/?pd8juw6mx01kk75
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