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[Answered] Named Light Entities Don't Produce Light Properly

Hello friends,

I'm new to the community and new to creating maps with Hammer, but long-time Portal player.

I've recently ran into an issue while using Hammer. Normal light entities within my map behave just fine, but as soon as I give it/them a name in its entities properties, they fail to reflect light off surfaces--or in other words, produce light on textures which are not their initial point of contact. I don't know if this is an accurate description of what is happening but it's my best guess based on what I am seeing.

I recreated the issue by having a light entity cast its light down a hallway and took some screenshots. The first image is a normal light entity without a name. The second image is what occurs as soon as I give that same light entity a name in its properties.

https://imgur.com/a/uk36uGH

As you can imagine, this produces severe issues in my maps.

Here's the compile log for when the light entity is named:

Code: Select all
-------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvvis.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vvis.exe (Oct 26 2018)
12 threads
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.prt
   4 portalclusters
   3 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44  compressed from 64
writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)

-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvrad.exe"  -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vrad.exe SSE (Oct 26 2018)

      Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
60 faces
60757 square feet [8749055.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
60 patches before subdivision
6180 patches after subdivision
1 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 653609, max 267
transfer lists:   5.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0018 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                 21/8192          252/98304    ( 0.3%)
brushsides             126/65536        1008/524288   ( 0.2%)
planes                  56/65536        1120/1310720  ( 0.1%)
vertexes                89/65536        1068/786432   ( 0.1%)
nodes                   23/65536         736/2097152  ( 0.0%)
texinfos                14/12288        1008/884736   ( 0.1%)
texdata                  4/2048          128/65536    ( 0.2%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                   60/65536        3360/3670016  ( 0.1%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               23/65536        1288/3670016  ( 0.0%)
facebrushes             14/0              28/0        ( 0.0%)
facebrushlists          60/0             240/0        ( 0.0%)
leaves                  25/65536         800/2097152  ( 0.0%)
leaffaces               60/65536         120/131072   ( 0.1%)
leafbrushes             22/65536          44/131072   ( 0.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges              360/512000       1440/2048000  ( 0.1%)
edges                  208/256000        832/1024000  ( 0.1%)
LDR worldlights          1/8192          100/819200   ( 0.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      563640/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]          44/16777216 ( 0.0%)
entdata               [variable]         610/393216   ( 0.2%)
LDR ambient table       25/65536         100/262144   ( 0.0%)
HDR ambient table       25/65536         100/262144   ( 0.0%)
LDR leaf ambient         4/65536         112/1835008  ( 0.0%)
HDR leaf ambient        25/65536         700/1835008  ( 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]           1/12       ( 8.3%)
pakfile               [variable]       74438/0        ( 0.0%)
physics               [variable]        7542/4194304  ( 0.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 148
Writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)

-------------------------------------------------------------------------------
Running command: copy "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.bsp" "D:GamesSteamsteamappscommonPortal 2portal2mapslightexam1.bsp"
-------------------------------------------------------------------------------

Finished. Press a key to close.

And (if it matters) here's the compile log for when the light entity has no name.

Code: Select all
CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0

-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvbsp.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.vmf"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vbsp.exe (Oct 26 2018)
12 threads
materialPath: D:GamesSteamsteamappscommonPortal 2portal2materials
Loading D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.prt...Building visibility clusters...
done (0)
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 (0) (7542 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 29 texinfos to 14
Reduced 4 texdatas to 4 (91 bytes to 91)
Writing D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.bsp

nummapplanes:     (    56 / 65536 )
nummapbrushes:    (    21 /  8192 )
nummapbrushsides: (   126 / 65536 )
num_map_overlays: (     0 /   512 )
nummodels:        (     1 /  1024 )
num_entities:     (     3 / 16384 )

0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)

-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvvis.exe" -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vvis.exe (Oct 26 2018)
12 threads
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
reading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.prt
   4 portalclusters
   3 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44  compressed from 64
writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)

-------------------------------------------------------------------------------
Running command: cd "D:GamesSteamsteamappscommonPortal 2bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "D:GamesSteamsteamappscommonPortal 2binvrad.exe"  -game "D:GamesSteamsteamappscommonPortal 2portal2" "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (75B10000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7729BEE0
Valve Software - vrad.exe SSE (Oct 26 2018)

      Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
60 faces
60757 square feet [8749055.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
60 patches before subdivision
6180 patches after subdivision
1 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 653609, max 267
transfer lists:   5.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(303109, 296587, 296446)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(61916, 61037, 61090)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(26840, 27378, 27481)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(18190, 19003, 19118)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(14014, 14869, 14985)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(11236, 12080, 12194)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(9158, 9973, 10083)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(7534, 8309, 8414)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(6231, 6959, 7058)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(5170, 5846, 5940)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(4297, 4921, 5007)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(3576, 4147, 4226)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(2978, 3496, 3569)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(2480, 2949, 3015)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #15 added RGB(2067, 2488, 2548)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #16 added RGB(1722, 2099, 2153)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #17 added RGB(1435, 1771, 1820)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #18 added RGB(1196, 1495, 1538)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #19 added RGB(997, 1261, 1300)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #20 added RGB(831, 1065, 1099)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #21 added RGB(692, 898, 929)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #22 added RGB(577, 758, 785)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #23 added RGB(481, 640, 664)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #24 added RGB(401, 540, 561)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #25 added RGB(334, 456, 474)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #26 added RGB(278, 385, 401)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #27 added RGB(232, 325, 339)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #28 added RGB(193, 274, 286)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #29 added RGB(161, 231, 242)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #30 added RGB(134, 195, 205)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #31 added RGB(112, 165, 173)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #32 added RGB(93, 139, 146)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #33 added RGB(78, 117, 124)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #34 added RGB(65, 99, 104)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #35 added RGB(54, 84, 88)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #36 added RGB(45, 70, 75)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #37 added RGB(38, 59, 63)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #38 added RGB(31, 50, 53)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #39 added RGB(26, 42, 45)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #40 added RGB(22, 36, 38)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #41 added RGB(18, 30, 32)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #42 added RGB(15, 25, 27)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #43 added RGB(13, 21, 23)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #44 added RGB(10, 18, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #45 added RGB(9, 15, 16)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #46 added RGB(7, 13, 14)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #47 added RGB(6, 11, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #48 added RGB(5, 9, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #49 added RGB(4, 8, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #50 added RGB(4, 7, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #51 added RGB(3, 6, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #52 added RGB(2, 5, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #53 added RGB(2, 4, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #54 added RGB(2, 3, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #55 added RGB(1, 3, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #56 added RGB(1, 2, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #57 added RGB(1, 2, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #58 added RGB(1, 2, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #59 added RGB(1, 1, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #60 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #61 added RGB(0, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #62 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

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Level flags = 0

Total triangle count: 148
Writing d:gamessteamsteamappscommonportal 2sdk_contentmapslightexam1.bsp
1 second elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75B10000)

-------------------------------------------------------------------------------
Running command: copy "D:GamesSteamsteamappscommonPortal 2sdk_contentmapslightexam1.bsp" "D:GamesSteamsteamappscommonPortal 2portal2mapslightexam1.bsp"
-------------------------------------------------------------------------------

Finished. Press a key to close.

My only theory is I goofed something up when I altered the compile run commands while following a tutorial, but I don't know enough about any of that to know what the problem would be. In any case, below is a screenshot of what that window looks like for me.

https://imgur.com/EY0ool0

That full line for the $light_exe reads:-StaticPropLighting -StaticPropPolys -bounce 2 -noextra -game $gamedir $path$file

Also, I've played around with checking the unchecked parameter but I've found no difference.

Any help here would be much appreciated! Thank you in advance, and I'm glad this community exists.

sorry mate that is just how named lights work
https://developer.valvesoftware.com/wiki/Naming_Lights

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

Hello Nightro and welcome to the forums.

The act of lights emitting to other walls is called 'bouncing' and according to this page will not happen with named lights.
The only way round I can think of is to create another named light with the same targetname and toggle this on within the darkened room at the same time.

Valve uses env_projectedtexture for dynamic togglable lighting but also doesn't bounce (they also make the map size smaller).

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There is one thing you can do (but it might be more trouble than its worth): teleporting the player between lit and unlit versions of the room. Valve did that on the Jail Break map (sp_a2_bts1) when Wheatley turns the lights off.

https://developer.valvesoftware.com/wik ... r_teleport

Quote:
sorry mate that is just how named lights work

After all the tutorials I've absorbed, I'm shocked none of them have mentioned this, as it should be a basic behavior that results in experience-breaking eyesores. I'm also surprised that out of all the Source Engine pages by Valve I've read I haven't come across any that reference this until the ones you guys just linked.

Thanks to both of you for pointing this out.

Quote:
The only way round I can think of is to create another named light with the same targetname and toggle this on within the darkened room at the same time.

I've actually done this, but I thought I was performing a ghetto work around for a glitch that others didn't have to. Now I know it's normal.

Quote:
Valve uses env_projectedtexture for dynamic togglable lighting but also doesn't bounce (they also make the map size smaller).

When you say, "dynamic" do you mean the env_projectedtexture can move? When parented I assume? Or does dynamic refer to something else?

Quote:
There is one thing you can do (but it might be more trouble than its worth): teleporting the player between lit and unlit versions of the room.

That would explain why they have you walking on the lightbridge when the lights go out, to limit the variability of where the player is and thus make the transition more smooth.

Did they do it this way because triggering the lights to turn off would require naming the light sources and they had more than the amount allowed projecting on surfaces? Also, the dynamic shadows being cast in front of Wheatley during that scene would be created from the env_projectedtexture Chickenmobile referred to, right?

All your assumptions are pretty much spot on.

Nightro wrote:
When you say, "dynamic" do you mean the env_projectedtexture can move? When parented I assume? Or does dynamic refer to something else?

Dynamic refers to a light that is rendered after map compile, they can be moved / parented. They are generally expensive so only one of these lights can be active at one time. There are other types of dynamic lights but don't look nowhere as near as good. HL2 used a dynamic light to cast shadows for the flashlight.

Nightro wrote:
That would explain why they have you walking on the lightbridge when the lights go out, to limit the variability of where the player is and thus make the transition more smooth.

To better understand what the rushed masters did to get round Source limitations, you can always decompile them and take a peek. I use a tool called BSP Source but there is also VMEX.
Maps are located within Portal 2/portal2/maps.

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