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Old 11-26-2010, 10:35 PM   #1
-=GambiT=-
 
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surface lights went in leaf ambient cubes???

ok, i think this might be the problem i'm having with my map. can somebody explain this to me, or what they you think it might be/mean or be caused by??

fyi - "141 of 409 (34% of) surface lights went in leaf ambient cubes."
 
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Old 11-27-2010, 03:55 AM   #2
¥en
 
Join Date: Apr 2009
Reputation: 6
Posts: 72
Could you paste your whole compile log please? Also what is the problem with your map?

EDIT:

Ah I think I just found your compile log in another thread (my mistake). From your compile log there doesn't seem to be anything wrong at all so maybe the problems are caused by source engine's support for texture lights or a combination of other really small problems

Really cool looking map by the way

Last edited by ¥en: 11-27-2010 at 04:05 AM. Reason: Found compile log
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Old 11-27-2010, 08:53 AM   #3
-=GambiT=-
 
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sorry,

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps\SourceMods\FortressForever\materials
Loading C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.vmf
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 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1420 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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 (1) (1207441 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5822 texinfos to 3201
Reduced 59 texdatas to 51 (1881 bytes to 1510)
Writing C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b"

Valve Software - vvis.exe (Nov  8 2007)
4 threads
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.prt
 642 portalclusters
1589 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 (4)
Optimized: 283 visible clusters (0.00%)
Total clusters visible: 76837
Average clusters visible: 119
Building PAS...
Average clusters audible: 385
visdatasize:80129  compressed from 112992
writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[9 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp
5774 faces
1 degenerate faces
345670 square feet [49776496.00 square inches]
0 displacements
0 square feet [0.00 square inches]
5773 patches before subdivision
46683 patches after subdivision
411 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (98)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (22)
transfers 8289450, max 1085
transfer lists:  63.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(59862, 56069, 76308)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(8291, 7394, 11444)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2404, 2145, 3496)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(703, 622, 1118)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(247, 218, 409)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(88, 77, 152)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(34, 29, 59)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(13, 11, 23)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(5, 4, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(2, 2, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0279 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
141 of 409 (34% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  92/1024         4416/49152    ( 9.0%) 
brushes               3808/8192        45696/98304    (46.5%) 
brushsides           30480/65536      243840/524288   (46.5%) 
planes                9450/65536      189000/1310720  (14.4%) 
vertexes             11729/65536      140748/786432   (17.9%) 
nodes                 2139/65536       68448/2097152  ( 3.3%) 
texinfos              3201/12288      230472/884736   (26.0%) 
texdata                 51/2048         1632/65536    ( 2.5%) 
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                 5774/65536      323344/3670016  ( 8.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5049/65536      282744/3670016  ( 7.7%) 
leaves                2232/65536       71424/2097152  ( 3.4%) 
leaffaces             7218/65536       14436/131072   (11.0%) 
leafbrushes           6814/65536       13628/131072   (10.4%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            47504/512000     190016/2048000  ( 9.3%) 
edges                30492/256000     121968/1024000  (11.9%) 
LDR worldlights        411/8192        36168/720896   ( 5.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            942/32768        9420/327680   ( 2.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         17640/65536       35280/131072   (26.9%) 
cubemapsamples          14/1024          224/16384    ( 1.4%) 
overlays                 5/512          1760/180224   ( 1.0%) 
LDR lightdata         [variable]     4637276/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       80129/16777216 ( 0.5%) 
entdata               [variable]       23471/393216   ( 6.0%) 
LDR leaf ambient      2232/65536       53568/1572864  ( 3.4%) 
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]           1/884      ( 0.1%) 
pakfile               [variable]      153598/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     1207441/4194304  (28.8%) 
==== Total Win32 BSP file data space used: 8180173 bytes ====

Total triangle count: 16307
Writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp
2 minutes, 9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.bsp" "c:\program files\steam\steamapps\SourceMods\FortressForever\maps\1b.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\c:\program files\steam\steamapps\robbhebert\source sdk base\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever"  +map "1b"



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Old 11-27-2010, 09:03 AM   #4
¥en
 
Join Date: Apr 2009
Reputation: 6
Posts: 72
That's very odd I can't see anything at all wrong with your compile log so it must just be something to do with the source engine and glowing textures.

Very cool map btw.
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Old 11-27-2010, 09:09 AM   #5
-=GambiT=-
 
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thanks, guess i'll just keep problem solving, nobody seems to know what if anything is causing this.

i appreciate your help regardless
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Old 11-27-2010, 09:43 AM   #6
¥en
 
Join Date: Apr 2009
Reputation: 6
Posts: 72
Sorry I couldn't be of more help one more thing I've just thought of is are the glowing textures on a brush which is tied to an entity of any kind?

Hope you manage to solve the problem soon it would be a shame if it kept that map from being released
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Old 11-27-2010, 10:29 AM   #7
-=GambiT=-
 
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yea, they are pretty much all func_detail. but if that was the problem i would think it would affect all of them instead of a few. maybe its a combo of being func_detail and the angle i have the textures at...

although i have replaced a few that were not lighting with a different design and they work now, soooooo maybe it is the angle? makes absolutely no sense to me though. i think there is an underlying problem that i/we don't see or have experience with.

i really wish somebody could explain the leaf ambient cube thing to me, thats bugging the heck out of me! i tried google but of coarse it brought up every compile log posted on the internet instead of discussions about it.
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Old 11-27-2010, 12:08 PM   #8
Blueberry_pie
 
 
 
Join Date: Dec 2007
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Posts: 1,504
Leaf ambient cubes, I believe, are what you can see when you enter mat_leafvis 1 and r_visambient 1 in the console. I think the engine uses each of the cubes' 6 sides for lighting non-static models like physics props and NPC's. The message doesn't look like it's an error and I doubt it's related to the problem you're experiencing.
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Old 11-27-2010, 02:11 PM   #9
cfoust
 
Join Date: May 2009
Reputation: 172
Posts: 1,143
I took a look at the source code for vrad and the leaf ambient light thing seems to be related simply to the intensity of the light.

Code:
bool IsLeafAmbientSurfaceLight( dworldlight_t *wl )
{
	static const float g_flWorldLightMinEmitSurface = 0.005f;
	static const float g_flWorldLightMinEmitSurfaceDistanceRatio = ( InvRSquared( Vector( 0, 0, 512 ) ) );

	if ( wl->type != emit_surface )
		return false;

	if ( wl->style != 0 )
		return false;

	float intensity = max( wl->intensity[0], wl->intensity[1] );
	intensity = max( intensity, wl->intensity[2] );
	
	return (intensity * g_flWorldLightMinEmitSurfaceDistanceRatio) < g_flWorldLightMinEmitSurface;
}
Which is determined by the texture scale, among other things.

Code:
VectorScale( p->baselight, lightscale * p->area * p->scale[0] * p->scale[1] / p->basearea, dl->light.intensity );
So scaling up the luxel size or scaling up the texture scale might help. Or this whole leaf ambient thing might be a red herring.
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Old 11-27-2010, 06:09 PM   #10
-=GambiT=-
 
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ok, well, i have a few things to go off of. thanks everybody. i'd hate to have to scrap this map because of this junk.
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