Lightmap error in game engine

UK_Karlos

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This problem has occured when i try and run my map any segestions
 

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humm... I don't know, could be that the texture is messed up on the face
 
Could this error happen if a light source is in a very small area because i have 3 lights that are inside the HEV_Suit holder. when it opens 3 lights turn on. Or can u place lights anywhere
 
well i can't help noticing the dimensions of the lightmap its referring to are not powers of two...
 
Could u elaborate on what ur trying to tell me as iam not much of a techno jargon guy or skilled maths. is it to do with something about the lights i have in my map or is it a certain texture that carnt reflect light. I have no errors in my map so it carnt be any faces, the error occurs when i load the map (bsp) after i compile it and theres nothing in the log that tells me there is an error. but here is the lastest compile log.

materialPath: c:\program files\valve\steam\steamapps\karlos_58\half-life 2\hl2\materials
Loading C:\Documents and Settings\Karl\My Documents\My Map\Coast\Coast_1a.vmf
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-11896, 6301, -2326)
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Documents and Settings\Karl\My Documents\My Map\Coast\Coast_1a.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 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) (2334602 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (6697902 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1102 texinfos to 830
Reduced 236 texdatas to 193 (11073 bytes to 8455)
Writing C:\Documents and Settings\Karl\My Documents\My Map\Coast\Coast_1a.bsp
27 seconds elapsed



2 threads
reading c:\documents and settings\karl\my documents\my map\coast\Coast_1a.bsp
reading c:\documents and settings\karl\my documents\my map\coast\Coast_1a.prt
2300 portalclusters
7643 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 149658 visible clusters (0.00%)
Total clusters visible: 4531840
Average clusters visible: 1970
Building PAS...
Average clusters audible: 2193
visdatasize:1287057 compressed from 1324800
writing c:\documents and settings\karl\my documents\my map\coast\Coast_1a.bsp
23 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\documents and settings\karl\my documents\my map\coast\Coast_1a.bsp
7773 faces
27 degenerate faces
11656439 square feet [1678527232.00 square inches]
207 displacements
4022510 square feet [579241472.00 square inches]
7746 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
213628 patches after subdivision
18 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 14169537, max 1186
transfer lists: 108.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(26855, 24244, 20563)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1652, 1234, 955)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(281, 187, 145)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(81, 48, 28)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(19, 11, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(8, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<26.5769 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 34/1024 1632/49152 ( 3.3%)
brushes 1270/8192 15240/98304 (15.5%)
brushsides 14033/65536 112264/524288 (21.4%)
planes 14818/65536 296360/1310720 (22.6%)
vertexes 15006/65536 180072/786432 (22.9%)
nodes 4840/65536 154880/2097152 ( 7.4%)
texinfos 830/12288 59760/884736 ( 6.8%)
texdata 193/2048 6176/65536 ( 9.4%)
dispinfos 207/0 36432/0 ( 0.0%)
disp_verts 18015/0 360300/0 ( 0.0%)
disp_tris 28800/0 57600/0 ( 0.0%)
disp_lmsamples 2104777/0 2104777/0 ( 0.0%)
faces 7773/65536 435288/3670016 (11.9%)
origfaces 2984/65536 167104/3670016 ( 4.6%)
leaves 4875/65536 156000/2097152 ( 7.4%)
leaffaces 8392/65536 16784/131072 (12.8%)
leafbrushes 3745/65536 7490/131072 ( 5.7%)
areas 6/256 48/2048 ( 2.3%)
surfedges 49020/512000 196080/2048000 ( 9.6%)
edges 27627/256000 110508/1024000 (10.8%)
LDR worldlights 18/8192 1584/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 865/32768 8650/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14769/65536 29538/131072 (22.5%)
cubemapsamples 51/1024 816/16384 ( 5.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 16144960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1287057/16777216 ( 7.7%)
entdata [variable] 101171/393216 (25.7%)
LDR leaf ambient 4875/65536 117000/1572864 ( 7.4%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 2/0 80/0 ( 0.0%)
occluder polygons 12/0 144/0 ( 0.0%)
occluder vert ind 48/0 192/0 ( 0.0%)
detail props [variable] 1/418412 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/19234 ( 0.0%)
pakfile [variable] 419285/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2334602/4194304 (55.7%)
==== Total Win32 BSP file data space used: 24920230 bytes ====

Linux Specific Data:
physicssurface [variable] 6697902/6291456 (106.5%) VERY FULL!
==== Total Linux BSP file data space used: 29283530 bytes ====

Total triangle count: 21474
Writing c:\documents and settings\karl\my documents\my map\coast\Coast_1a.bsp
1 hour, 1 minute, 2 seconds elapsed
 
My oh my.... compile errors all over the place...

After consulting http://www.interlopers.net/errors/errors.php?page=checklog
I find this

"nodraw on terrain surface
you aren't allowed to have the "tools/nodraw" texture one a displacement. So find this displacement (can be hard, you might want to use the divide and conquer method, or just checking each displacement in your map).
Another strategy is to select all displacements at once (select the "displacements" visgroup (in the visgroup-window to the right in Hammer), then press "mark") in the ignore group mode (button "IG"), then use the texture browser to replace every instance of the nodraw texture to another one (with the "only in marked solids" button checked).

warning: cluster portals saw into cluster
(I think) VBSP has made a concave leaf(or in other ways invalid) that can see into itself. The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview to find it. I've also heard about this being caused by overlapping brushes or brushes that are off-grid. Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too.

27 degenerate faces
You have ## face(s) with no surface. This happens when two of the three points making up a triangle are at the same place or all three are in the same line. (and thus don't make a legal, but a degenerate triangle)
I believe this is a displacement only error, so try to find your errors there, if you find any problems in your map because of it. Dont do it otherwise, because it could take very long to find the offending face.

zero area child patch
A solid in your level has a face with no area. My guess is that VRAD is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush? First check hammers problemchecker (alt+p in hammer). If that doesn't help, find the brushes using the cordon tool or visgroups. Or, do what www.snarkpit.net suggested, find the offending face with a text-editor... "

Also, check your lightmaps in hammer. I'm guessing its because of the degenerate textures and the portal errors but you never know.
 
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