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The Thread of Buggy Lighting

I've had this problem with Portal 2 mapping since day one. I make some lighting, and it gets buggy. At times it looks like the lighting I want, and then if I take a few steps it totally changes. ( In a not so good way.)

Look:

sp_eco_leaf0001.jpg

A few steps and...

sp_eco_leaf0002.jpg

It even does it with HDR disabled.

And my map has no leaks,
(I've cheked the pointfile and the compiler with stop if it does anyway.)

Anyone have a clue about how to fix this?

Attach your compile log or VMF

You either have a leak, or (more likely) you are using "_vertex" textures. These are designed to work with models and have weird effects like you are seeing when used on world brushes.

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Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Code: Select all
done (0)
writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.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) (125633 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 853 texinfos to 314
Reduced 44 texdatas to 41 (1340 bytes to 1177)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvvi
s.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapssp_eco_le
af"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (May  3 2011)
8 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.prt
  66 portalclusters
154 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: 2 visible clusters (0.00%)
Total clusters visible: 3962
Average clusters visible: 60
Building PAS...
Average clusters audible: 66
visdatasize:1728  compressed from 2112
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -both -game "c:program files (x86)steamsteamappscommonportal 2porta
l2" "C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapssp_
eco_leaf"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (May  3 2011)

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

Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
Setting up ray-trace acceleration structure... Done (1.14 seconds)
657 faces
1 degenerate faces
136478 square feet [19652962.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
656 patches before subdivision
11164 patches after subdivision
sun extent from map=0.000000
16 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 741599, max 384
transfer lists:   5.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(12901, 12928, 12650)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #2 added RGB(4063, 3998, 3751)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(1402, 1346, 1193)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(540, 517, 447)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(239, 225, 187)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(108, 101, 82)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(51, 47, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(24, 22, 17)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(12, 10, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(6, 5, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(3, 2, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0023 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
4 of 4 (100% 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                  12/1024          576/49152    ( 1.2%)
brushes                333/8192         3996/98304    ( 4.1%)
brushsides            2830/65536       22640/524288   ( 4.3%)
planes                2994/65536       59880/1310720  ( 4.6%)
vertexes              1220/65536       14640/786432   ( 1.9%)
nodes                  232/65536        7424/2097152  ( 0.4%)
texinfos               314/12288       22608/884736   ( 2.6%)
texdata                 41/2048         1312/65536    ( 2.0%)
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                  657/65536       36792/3670016  ( 1.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              552/65536       30912/3670016  ( 0.8%)
facebrushes             30/0              60/0        ( 0.0%)
facebrushlists         657/0            2628/0        ( 0.0%)
leaves                 245/65536        7840/2097152  ( 0.4%)
leaffaces              765/65536        1530/131072   ( 1.2%)
leafbrushes            404/65536         808/131072   ( 0.6%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             5199/512000      20796/2048000  ( 1.0%)
edges                 3153/256000      12612/1024000  ( 1.2%)
LDR worldlights         16/8192         1600/819200   ( 0.2%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips             81/32768         810/327680   ( 0.2%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          1317/65536        2634/131072   ( 2.0%)
cubemapsamples           2/1024           32/16384    ( 0.2%)
overlays                 2/512           704/180224   ( 0.4%)
LDR lightdata         [variable]      620148/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]        1728/16777216 ( 0.0%)
entdata               [variable]       29194/393216   ( 7.4%)
LDR ambient table      245/65536         980/262144   ( 0.4%)
HDR ambient table      245/65536         980/262144   ( 0.4%)
LDR leaf ambient       855/65536       23940/1835008  ( 1.3%)
HDR leaf ambient       245/65536        6860/1835008  ( 0.4%)
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]           1/14212    ( 0.0%)
pakfile               [variable]      224339/0        ( 0.0%)
physics               [variable]      125633/4194304  ( 3.0%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 1689
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
3 seconds elapsed
Valve Software - vrad.exe SSE (May  3 2011)

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

Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
Setting up ray-trace acceleration structure... Done (1.14 seconds)
657 faces
1 degenerate faces
136478 square feet [19652962.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
656 patches before subdivision
11164 patches after subdivision
sun extent from map=0.000000
16 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 741599, max 384
transfer lists:   5.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(12901, 12928, 12650)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(4063, 3998, 3751)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(1402, 1346, 1193)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(540, 517, 447)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(239, 225, 187)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(108, 101, 82)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(51, 47, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(24, 22, 17)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(12, 10, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(6, 5, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(3, 2, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0024 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
4 of 4 (100% 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                  12/1024          576/49152    ( 1.2%)
brushes                333/8192         3996/98304    ( 4.1%)
brushsides            2830/65536       22640/524288   ( 4.3%)
planes                2994/65536       59880/1310720  ( 4.6%)
vertexes              1220/65536       14640/786432   ( 1.9%)
nodes                  232/65536        7424/2097152  ( 0.4%)
texinfos               314/12288       22608/884736   ( 2.6%)
texdata                 41/2048         1312/65536    ( 2.0%)
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                  657/65536       36792/3670016  ( 1.0%)
hdr faces              657/65536       36792/3670016  ( 1.0%)
origfaces              552/65536       30912/3670016  ( 0.8%)
facebrushes             30/0              60/0        ( 0.0%)
facebrushlists         657/0            2628/0        ( 0.0%)
leaves                 245/65536        7840/2097152  ( 0.4%)
leaffaces              765/65536        1530/131072   ( 1.2%)
leafbrushes            404/65536         808/131072   ( 0.6%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             5199/512000      20796/2048000  ( 1.0%)
edges                 3153/256000      12612/1024000  ( 1.2%)
LDR worldlights         16/8192         1600/819200   ( 0.2%)
HDR worldlights         16/8192         1600/819200   ( 0.2%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips             81/32768         810/327680   ( 0.2%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          1317/65536        2634/131072   ( 2.0%)
cubemapsamples           2/1024           32/16384    ( 0.2%)
overlays                 2/512           704/180224   ( 0.4%)
LDR lightdata         [variable]      620148/0        ( 0.0%)
HDR lightdata         [variable]      620148/0        ( 0.0%)
visdata               [variable]        1728/16777216 ( 0.0%)
entdata               [variable]       29194/393216   ( 7.4%)
LDR ambient table      245/65536         980/262144   ( 0.4%)
HDR ambient table      245/65536         980/262144   ( 0.4%)
LDR leaf ambient       855/65536       23940/1835008  ( 1.3%)
HDR leaf ambient       855/65536       23940/1835008  ( 1.3%)
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]           1/14212    ( 0.0%)
pakfile               [variable]      224339/0        ( 0.0%)
physics               [variable]      125633/4194304  ( 3.0%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 1689
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf.bsp
3 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)Steamsteamappscommonportal 2sd
k_contentmapssp_eco_leaf.bsp" "c:program files (x86)steamsteamappscommonp
ortal 2portal2mapssp_eco_leaf.bsp"
-------------------------------------------------------------------------------

Finished. Press a key to close.

msleeper wrote:
or (more likely) you are using "_vertex" textures. These are designed to work with models and have weird effects like you are seeing when used on world brushes.
[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

Thanks, problem solved! :thumbup: Is there a way to filter the vertex textures out?

Not really. You could use the advanced texture replacement settings to replace any *_vertex material with something eye-catching like, say, a completely white light-emitting texture. But when selecting the materials, you just have to use your eyeball and make sure you don't use them.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

Was about to ask Another Bad Pun's last question as well.

Realized I still have some *_vertex textures somewhere in my map based on the a Material Report but wasn't able to track down where the hell they're still located. Thanks for the tip about the texture replacement, I'll take a look into that.

Here's some info on the VDC about the dialog for reference: Hammer Replace Textures Dialog