#massive gmod map will not render lighting, how could i fix?
1 messages · Page 1 of 1 (latest)
here it is then
yeah looks like a crash to me
Vrad is a 32 bit program and thus can only use ~4gb of ram
It is also not very well optimized
There are a few things you can do though to try to help it
- Split it into more brushes. Large brush surfaces eat up a ton of RAM compared to multiple smaller brushes
- Raise the lightmap scale across the board as a baseline. This will greatly reduce the amount of RAM used map-wide. You could try to raise everything to 32 luxel scale as a starting point
alright, i'll try the second one since i died having to split up the map
it's worked, thank you!
kind of nevermind, the flashlight issues persists and i'd also like to know how i can prevent all the ambient light from dispersing throughout the room so it remains dark and you don't see the strange low ambient light in source
can I see a pic of what you mean
for the flashlight or ambient light?
the flashlight was demonstrated in the pic attached to the post
but if it’s the ambient light i can take one
the ambient light
alright
here, also demonstrating the flashlight better
past the light directly coming through the arch doorway i want it to be dark so i can use my own lighting better
in the top left corner you can also see those weird jagged noticable lines that i was talking about
really noticeable here wtf
and one more image of the fucked up flashlight
the flashlight, I'm unsure off the top of my head
but regarding your world lighting, what settings are you doing right now?
i tried turning the ambient light down to 0 and even -1 but it still remains
regular brightness is at 200
no other lights in my level other than the light_env
no I mean like all the settings
all of them, in my map and lighting and anything else i could possibly tune?
just screenshot the light_env settings I mean
yeah don't do -1 on ambient
that's only gonna cause issues, if you don't want anything just put 0
but that also being said
what settings are you compiling on
0 also didn’t seem to help
i was rendering vis on fast and rad on normal, and don’t really bother touching the advanced settings
you may need to add -final to vrad
in the advanced settings?
yes
If you don’t want any ambient you could try -extrasky 0 maybe? Or -bounce 0 to prevent light inside
those a settings you input in the compile window?
yeah like this
alright hahaha
this worked for the ambient light
the fucked up flashlight is the last remaining issue
went searching for specifically this and it appears no one encountered the same issue
does it have to do with my surfaces/textures?
It could be because of the textures but it should be broken in a different way if that's the case
no its related to... the materials themselves
i dunno what material it is so i can't really tell you anything in that regard but some materials you can pick from the texture browser have shaders that you aren't really supposed to pick
what is the shader though
let me check
lightmappedgeneric
though i have the normalmap texture in another folder, does that create issues?
in another what
wait
i meant folder, sorry
i have multiple types of the same texture that use the same normal map, so i keep it in a different folder
it's properly linked in the vmf, idk if that causes issues though
no it doesn't matter
alright
i saw something about texture scaling possibly being the reason though i can't imagine that lowering it from 0.25 to 0.15 will fuck up the way the lighting renders in that way
It shouldn't
the mystery remains unresolved
Have you tried compiling with -luxeldensity 0.1 or something like that?
will that change the lightmap scale at all?
Yes, it will lower it
The goal is to see if the issue is caused by the size of the lightmap, or if it’s caused by an issue elsewhere in the map
lighting probably will not render then but i will try to see if that fixes it at all
if it is caused by scale i’ll probably just have to design the map so that you won’t need a flashlight
didn't lower the luxel density unless i put it in the wrong spot
i've noticed that this issue, or something that appears to be similar, occurs with a lot of lights. idk if this helps at all but it seems to broadly apply to any lighting instead of just the flashlight
looks like caused by lightmap scale
hate to see it
it must be turned lower?
might not be
hold on
it is aligned
a lot of them even happen on the same brush face
From what i understood from your description, i can recommend splitting your bushes by 2 4 or 8 divisions fora a map that is ¾ the size of the grid, and a out your lighting, go into the lightmap and make the luxels bigger as in less luxels, i am sure thers a limit to how much luxels you can have in a map THAT CAST SHADOWS, granted your env_light is not perpendicular to the X and Y axes
Alzo the problem could be something different so send your compile log and compile often