#massive gmod map will not render lighting, how could i fix?

1 messages · Page 1 of 1 (latest)

zenith sierra
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My first guess is that vrad is crashing from too much surface

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But I would have to see the compile log

shut sail
zenith sierra
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yeah looks like a crash to me

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Vrad is a 32 bit program and thus can only use ~4gb of ram

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It is also not very well optimized

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There are a few things you can do though to try to help it

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  1. Split it into more brushes. Large brush surfaces eat up a ton of RAM compared to multiple smaller brushes
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  1. 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
shut sail
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alright, i'll try the second one since i died having to split up the map

shut sail
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it's worked, thank you!

shut sail
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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

zenith sierra
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can I see a pic of what you mean

shut sail
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for the flashlight or ambient light?

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the flashlight was demonstrated in the pic attached to the post

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but if it’s the ambient light i can take one

zenith sierra
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the ambient light

shut sail
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alright

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here, also demonstrating the flashlight better

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past the light directly coming through the arch doorway i want it to be dark so i can use my own lighting better

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in the top left corner you can also see those weird jagged noticable lines that i was talking about

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really noticeable here wtf

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and one more image of the fucked up flashlight

zenith sierra
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the flashlight, I'm unsure off the top of my head

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but regarding your world lighting, what settings are you doing right now?

shut sail
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i tried turning the ambient light down to 0 and even -1 but it still remains

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regular brightness is at 200

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no other lights in my level other than the light_env

zenith sierra
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no I mean like all the settings

shut sail
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all of them, in my map and lighting and anything else i could possibly tune?

zenith sierra
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just screenshot the light_env settings I mean

shut sail
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alright

zenith sierra
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yeah don't do -1 on ambient

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that's only gonna cause issues, if you don't want anything just put 0

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but that also being said

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what settings are you compiling on

shut sail
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0 also didn’t seem to help

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i was rendering vis on fast and rad on normal, and don’t really bother touching the advanced settings

zenith sierra
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you may need to add -final to vrad

shut sail
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in the advanced settings?

zenith sierra
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yes

shut sail
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i’ll try that once i get home

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sorry for bothering you i think

royal glacier
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If you don’t want any ambient you could try -extrasky 0 maybe? Or -bounce 0 to prevent light inside

shut sail
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those a settings you input in the compile window?

royal glacier
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yeah like this

shut sail
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alright hahaha

shut sail
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the fucked up flashlight is the last remaining issue

shut sail
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went searching for specifically this and it appears no one encountered the same issue

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does it have to do with my surfaces/textures?

zenith sierra
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It could be because of the textures but it should be broken in a different way if that's the case

shut sail
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yeah

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does it relate to light settings?

zenith sierra
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no its related to... the materials themselves

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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

shut sail
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they were custom textures

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rock material

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default shaders

zenith sierra
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what is the shader though

shut sail
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let me check

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lightmappedgeneric

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though i have the normalmap texture in another folder, does that create issues?

zenith sierra
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in another what

shut sail
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wait

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i meant folder, sorry

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i have multiple types of the same texture that use the same normal map, so i keep it in a different folder

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it's properly linked in the vmf, idk if that causes issues though

zenith sierra
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no it doesn't matter

shut sail
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alright

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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

zenith sierra
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It shouldn't

shut sail
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the mystery remains unresolved

noble mantle
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Have you tried compiling with -luxeldensity 0.1 or something like that?

shut sail
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will that change the lightmap scale at all?

noble mantle
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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

shut sail
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lighting probably will not render then but i will try to see if that fixes it at all

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if it is caused by scale i’ll probably just have to design the map so that you won’t need a flashlight

shut sail
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didn't lower the luxel density unless i put it in the wrong spot

shut sail
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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

zenith sierra
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looks like caused by lightmap scale

shut sail
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the scale is only 4 though

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for those surfaces

zenith sierra
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hate to see it

shut sail
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it must be turned lower?

zenith sierra
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no

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is the lightmap grid aligned?

shut sail
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might not be

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hold on

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it is aligned

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a lot of them even happen on the same brush face

junior hill
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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

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Alzo the problem could be something different so send your compile log and compile often

shut sail
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alright

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seeing this only 2 days after but thanks

shut sail
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split up a lot of my bigger brushes and raised the luxel density for all textures to 128