#Light problem

1 messages · Page 1 of 1 (latest)

scarlet forum
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In game, my map looks like so

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it seems that there arent any shadows

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which is abnormally

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It should look like so:

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what is problem that my map is looking so bright, like without shadows and darkers

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?

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There is nothing special error etc in map compiling console

light mesa
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either you aren't running VRAD when you compile, or VRAD failed to read the bsp file

scarlet forum
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@light mesa Its normal, of course if its vrad

light mesa
scarlet forum
light mesa
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it should say something such as

writing e:\games\steam\steamapps\common\garrysmod\garrysmod\maps\gm_burning_basement.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'e:\games\steam\steamapps\common\garrysmod\garrysmod\maps\gm_burning_basement.bsp', but we don't own that location. Allowing.
18 seconds elapsed

after vrad completes, but it doesn't.

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best I can tell you is to cordon sections of the map to isolate where it crashes.

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try using fast vvis to compile the whole map and check if VRAD still crashes first. If VRAD still crashes, good. Otherwise, cover the entire map in a func_viscluster.
After it either crashes or doesn't, mark a section of your map inside the cordon, and compile your cordoned area with normal vvis and normal vrad.

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I'm gonna guess that you have brushes that aren't playing nicely with vrad.

scarlet forum
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well im using custom vtf textures

light mesa
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That shouldn't matter

scarlet forum
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and "cordon sections of the map" means cordon skybox texture to walls of map?

light mesa
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You test which sections of the map will crash VRAD, and which sections do not crash VRAD.
Look also for the numbers of degenerate faces, patches, etc.

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This will give you a rough approximation of the area you'll need to fix

scarlet forum
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compile log says where is crash?

light mesa
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None of the compile tools will print to the compile log when they crash.

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They just stop and exit immediately, and the logger continues as if nothing happened.

scarlet forum
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what texture should i set to func_viscluster? nodraw?

light mesa
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func_viscluster is a trigger

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well, I think most people assign trigger to it, but whatever.

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it tells vvis "all of the leaves inside this brush can see eachother" so it skips calculating visibility for the whole map

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you can also opt not to do that and just bear through the vvis compile time.

light mesa
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(which you should, if you're publishing the map to send to others; you should only use the viscluster entity as a debug tool or large outdoor maps)