Source SDK

Source SDK

Hammer Editor Left 4 Dead 2
Hello there. Listen, I have a problem with lights. Being exact, light entities are working well in my map after compiling it, but no other brushes (geometry for which I used a block tool, textures). Actually they are exist, no glitches or colour bugs, but they are totally dark (even black). When I use a survivor's flashlight and point on any geometry (buildings, floor, ceiling inside room) it looks normal, but if I switch it off, it's dark. I have skybox texture, light_environment (coordinates were set up correctly) because static models are so called enlighten normally like they should be, I see it well in my map, but geometry no...., so could you help me. I'll try to approach a screenshot(s). Thanks.
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Showing 1-12 of 12 comments
Post the last compile log. It seems to be a VRAD issue.
Fixing it may not be easy. If there are no errors in the log, or invalid solids (nothing in Alt+P?) perhaps you will need to exclude some items in the auto visgroups (displacements, props, func_details, brush entities...) one by one to figure out what is causing the problem.
BTW, are you using Hammer++? Many improvements make everything easier and faster.
Last edited by [B.n.B] AlcyToronto; 8 Aug @ 3:21pm
WARRIOR 9 Aug @ 9:43am 
Here:
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
-------------------------------------------------------------------------------
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vbsp.exe" -game

CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
Valve Software - vbsp.exe (May 3 2024)
8 threads
Using shader api: shaderapiempty.dll
materialPath: E:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2\materials
Loading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.vmf
Patching WVT material: maps/c6m1_pavlov_street/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_sidewalk_01dry_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_blacktop_01_wet_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_alley_conc_dirt_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/nature/blendmudleaves_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_blacktop_03_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_blacktop_01_cheap_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_blacktop_03wet_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_sidewalk_01_wvt_patch
Patching WVT material: maps/c6m1_pavlov_street/concrete/blend_sidewalk02_wvt_patch
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 e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.prt...Building visibility clusters...
done (1)
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 (4) (250831 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
-69.900803 299.110382 0.000000
-69.900803 304.799988 0.000000
-69.900803 304.799988 0.000000
-73.964798 304.799957 0.000000
-73.964798 299.110352 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 624 texinfos to 505
Reduced 208 texdatas to 192 (5931 bytes to 5328)
Writing e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
18 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (764F0000)
CDynamicFunction: Closing library 'Kernel32.dll' (76F80000)
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vvis.exe" -fast -game
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
Valve Software - vvis.exe (Jan 29 2024)
fastvis = true
8 threads
reading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.prt
1581 portalclusters
4818 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 54818 visible clusters (0.00%)
Total clusters visible: 2090357
Average clusters visible: 1322
Building PAS...
Average clusters audible: 1571
visdatasize:634177 compressed from 632400
writing e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
1 second elapsed
CDynamicFunction: Closing library 'psapi.dll' (764F0000)
CDynamicFunction: Closing library 'Kernel32.dll' (76F80000)
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vrad.exe" -StaticPropLighting -bounce 10 -game "E:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2" "e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street"
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
Valve Software - vrad.exe SSE (Jan 29 2024)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
Setting up ray-trace acceleration structure... Done (3.81 seconds)
6114 faces
1 degenerate faces
4587586 square feet [660612480.00 square inches]
4 Displacements
728 Square Feet [104919.55 Square Inches]
6113 patches before subdivision
234633 patches after subdivision
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (22)
transfers 10852813, max 1419
transfer lists: 82.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.1678 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (6)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 657/8192 7884/98304 ( 8.0%)
brushsides 4245/65536 33960/524288 ( 6.5%)
planes 1934/65536 38680/1310720 ( 3.0%)
vertexes 8078/65536 96936/786432 (12.3%)
nodes 3539/65536 113248/2097152 ( 5.4%)
texinfos 505/12288 36360/884736 ( 4.1%)
texdata 192/2048 6144/65536 ( 9.4%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 532/0 10640/0 ( 0.0%)
disp_tris 896/0 1792/0 ( 0.0%)
disp_lmsamples 3440/0 3440/0 ( 0.0%)
faces 6114/65536 342384/3670016 ( 9.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2658/65536 148848/3670016 ( 4.1%)
leaves 3638/65536 116416/2097152 ( 5.6%)
leaffaces 6985/65536 13970/131072 (10.7%)
leafbrushes 1799/65536 3598/131072 ( 2.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39391/512000 157564/2048000 ( 7.7%)
edges 21459/256000 85836/1024000 ( 8.4%)
LDR worldlights 16/8192 1600/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 795/32768 7950/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11067/65536 22134/131072 (16.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 92/512 32384/180224 (18.0%)
LDR lightdata [variable] 9016268/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 634177/16777216 ( 3.8%)
entdata [variable] 76124/393216 (19.4%)
LDR ambient table 3638/65536 14552/262144 ( 5.6%)
HDR ambient table 3638/65536 14552/262144 ( 5.6%)
LDR leaf ambient 17103/65536 478884/1835008 (26.1%)
HDR leaf ambient 3638/65536 101864/1835008 ( 5.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/49608 ( 0.0%)
pakfile [variable] 180126/0 ( 0.0%)
physics [variable] 250831/4194304 ( 6.0%)
physics terrain [variable] 303/1048576 ( 0.0%)
Level flags = 1
Total triangle count: 16618
Writing e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
53 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (764F0000)
CDynamicFunction: Closing library 'Kernel32.dll' (76F80000)
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vrad.exe" -StaticPropLighting -bounce 10 -ldr -game
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
Valve Software - vrad.exe SSE (Jan 29 2024)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
Setting up ray-trace acceleration structure... Done (3.68 seconds)
6114 faces
1 degenerate faces
4587586 square feet [660612480.00 square inches]
4 Displacements
728 Square Feet [104919.55 Square Inches]
6113 patches before subdivision
234633 patches after subdivision
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 10852813, max 1419
transfer lists: 82.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.1617 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (7)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARRIOR 9 Aug @ 9:45am 
Sorry, it's not everything because there is too much text. Perhaps it would be enough, but here is continuation:
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 657/8192 7884/98304 ( 8.0%)
brushsides 4245/65536 33960/524288 ( 6.5%)
planes 1934/65536 38680/1310720 ( 3.0%)
vertexes 8078/65536 96936/786432 (12.3%)
nodes 3539/65536 113248/2097152 ( 5.4%)
texinfos 505/12288 36360/884736 ( 4.1%)
texdata 192/2048 6144/65536 ( 9.4%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 532/0 10640/0 ( 0.0%)
disp_tris 896/0 1792/0 ( 0.0%)
disp_lmsamples 3440/0 3440/0 ( 0.0%)
faces 6114/65536 342384/3670016 ( 9.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2658/65536 148848/3670016 ( 4.1%)
leaves 3638/65536 116416/2097152 ( 5.6%)
leaffaces 6985/65536 13970/131072 (10.7%)
leafbrushes 1799/65536 3598/131072 ( 2.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39391/512000 157564/2048000 ( 7.7%)
edges 21459/256000 85836/1024000 ( 8.4%)
LDR worldlights 16/8192 1600/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 795/32768 7950/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11067/65536 22134/131072 (16.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 92/512 32384/180224 (18.0%)
LDR lightdata [variable] 9016268/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 634177/16777216 ( 3.8%)
entdata [variable] 76124/393216 (19.4%)
LDR ambient table 3638/65536 14552/262144 ( 5.6%)
HDR ambient table 3638/65536 14552/262144 ( 5.6%)
LDR leaf ambient 17103/65536 478884/1835008 (26.1%)
HDR leaf ambient 3638/65536 101864/1835008 ( 5.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/49608 ( 0.0%)
pakfile [variable] 180126/0 ( 0.0%)
physics [variable] 250831/4194304 ( 6.0%)
physics terrain [variable] 303/1048576 ( 0.0%)
Level flags = 1
Total triangle count: 16618
Writing e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
53 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (764F0000)
CDynamicFunction: Closing library 'Kernel32.dll' (76F80000)
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vrad.exe" -StaticPropLighting -bounce 10 -ldr -game
CDynamicFunction: Loading library 'Kernel32.dll' (76F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77650D80
CDynamicFunction: Loading library 'psapi.dll' (764F0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 764F1480
Valve Software - vrad.exe SSE (Jan 29 2024)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
Setting up ray-trace acceleration structure... Done (3.68 seconds)
6114 faces
1 degenerate faces
4587586 square feet [660612480.00 square inches]
4 Displacements
728 Square Feet [104919.55 Square Inches]
6113 patches before subdivision
234633 patches after subdivision
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 10852813, max 1419
transfer lists: 82.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.1617 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (7)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (0)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 657/8192 7884/98304 ( 8.0%)
brushsides 4245/65536 33960/524288 ( 6.5%)
planes 1934/65536 38680/1310720 ( 3.0%)
vertexes 8078/65536 96936/786432 (12.3%)
nodes 3539/65536 113248/2097152 ( 5.4%)
texinfos 505/12288 36360/884736 ( 4.1%)
texdata 192/2048 6144/65536 ( 9.4%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 532/0 10640/0 ( 0.0%)
disp_tris 896/0 1792/0 ( 0.0%)
disp_lmsamples 3440/0 3440/0 ( 0.0%)
faces 6114/65536 342384/3670016 ( 9.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2658/65536 148848/3670016 ( 4.1%)
leaves 3638/65536 116416/2097152 ( 5.6%)
leaffaces 6985/65536 13970/131072 (10.7%)
leafbrushes 1799/65536 3598/131072 ( 2.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39391/512000 157564/2048000 ( 7.7%)
edges 21459/256000 85836/1024000 ( 8.4%)
LDR worldlights 16/8192 1600/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 795/32768 7950/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11067/65536 22134/131072 (16.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 92/512 32384/180224 (18.0%)
LDR lightdata [variable] 9016268/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 634177/16777216 ( 3.8%)
entdata [variable] 76124/393216 (19.4%)
LDR ambient table 3638/65536 14552/262144 ( 5.6%)
HDR ambient table 3638/65536 14552/262144 ( 5.6%)
LDR leaf ambient 17103/65536 478884/1835008 (26.1%)
HDR leaf ambient 3638/65536 101864/1835008 ( 5.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/49608 ( 0.0%)
pakfile [variable] 180126/0 ( 0.0%)
physics [variable] 250831/4194304 ( 6.0%)
physics terrain [variable] 303/1048576 ( 0.0%)

Level flags = 1

Total triangle count: 16618
Writing e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp
53 seconds elapsed
CDynamicFunction: Closing library 'psapi.dll' (764F0000)
CDynamicFunction: Closing library 'Kernel32.dll' (76F80000)
Running command: copy "e:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\your_first_l4d_level_tutorial\c6m1_pavlov_street.bsp" "E:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2\maps\c6m1_pavlov_street.bsp"
Running command: cd "E:\SteamLibrary\steamapps\common\left 4 dead 2"
Running command: "E:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2.exe" -allowdebug -game "E:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2" +map "c6m1_pavlov_street"
WARRIOR 9 Aug @ 10:11am 
No, I don't use Hammer ++. No errors, no leaks.
Originally posted by WARRIOR:
No, I don't use Hammer ++. No errors, no leaks.
Yes, no errors, no leaks, but all these "RGB (1,1,1)"

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 1)

are saying that something's wrong in lighting.

Try what I suggested: exclude the single elements in autovisgroups and see what happens.
Every time I have had that issue, I solved it this way, because the causes were always different.
WARRIOR 9 Aug @ 10:49am 
Ok, I'll try. Thx.
WARRIOR 9 Aug @ 12:08pm 
Unfortunately....., I didn't touch only geometry because it will be dark without it for any case.
Originally posted by WARRIOR:
Unfortunately....., I didn't touch only geometry because it will be dark without it for any case.
Yes of course, all the world geometry must be there, to avoid leaks, but everything else (except for spawnpoints and lights) can be hidden with no leak. :steamthumbsup:

Eventually, if this doesn't fix it, you can use the cordons, compile the map one portion at a time and understand where the problem is. Each portion must have spawnpoint and light_environmant inside, ofc.
A final system, which often fixes incomprehensible problems, is to select and copy/paste the entire map into a new file, changing its name.

BTW... How is your light_environment set (coordinates and pitch)?
Last edited by [B.n.B] AlcyToronto; 9 Aug @ 1:01pm
WARRIOR 10 Aug @ 7:53am 
Hello there again. You know what? I've checked my whole map (including skybox) using cordon tools and it works well despite of any other problems maybe that I have, but when I off cordon tools, it comes back to same trouble again.... Beyond the skybox is nothing.....
Last edited by WARRIOR; 10 Aug @ 8:29am
Originally posted by WARRIOR:
Hello there again. You know what? I've checked my whole map (including skybox) using cordon tools and it works well despite of any other problems maybe that I have, but when I off cordon tools, it comes back to same trouble again.... Beyond the skybox is nothing.....
This is weird, mate. Enclosing the whole map inside a cordon simply adds a hollow cube of sky all around the map. This can fix a leak, but you don't have any leaks in your log...
WARRIOR 10 Aug @ 2:04pm 
So, mate, I've decided my problem. Finally, I spent too much energy for fixing all of it. I used cordon tools to exclude some area. In fact, I took all my area and beyond cordon wasn't anything. I thought they (cordon tools) are only for temporary action, so I will not be able to save my map with it, but fortunately I was mistaken, it works)). Now I succeeded. Perhaps it would be a decision for somebody and at the same time a hint. Thx so much for finding some time for me. Good luck and stay safe.
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