Lighting issue
Moderator: Core Staff
Lighting issue
The map im working on is getting close, and is not a very light map
Im starting to place lights around in tunnels and caves where the players will travel, and all was going good, till they stopped updateing when i was testing map.
As ive been through and moved and changed lights that dont work anymore. Deleted and replaced lights from the menu instead of copying and moving.
After every time ive change a location or added a light, ive saved map, ive recompliled BSP and recompiled reflections then rebuilt fast files before running selected map.
I have reflection probes above the main player areas.
I tried decreasing the numbers of lights and increasing the radius to cut the total number down and still no change, the light that was thrown from the removed lights still remains in areas.
From the light options ive tried extra and modelshadow and debug lightmaps from the BPS options.
I did look at the light grid and did start to edit a bit, but with a jump map it is hard to get every where you will jump and bounce so exited that idea, maybe now its started it may be affecting things?? I have tried deleteing the /ram/maps/mp/ .grid file since then.
Also uploaded it to my server to test to see if any different there and still no different.
Theres something ive missed to stop any lighting updates.
Atm ive run out of ideas to try,
Thanks
Im starting to place lights around in tunnels and caves where the players will travel, and all was going good, till they stopped updateing when i was testing map.
As ive been through and moved and changed lights that dont work anymore. Deleted and replaced lights from the menu instead of copying and moving.
After every time ive change a location or added a light, ive saved map, ive recompliled BSP and recompiled reflections then rebuilt fast files before running selected map.
I have reflection probes above the main player areas.
I tried decreasing the numbers of lights and increasing the radius to cut the total number down and still no change, the light that was thrown from the removed lights still remains in areas.
From the light options ive tried extra and modelshadow and debug lightmaps from the BPS options.
I did look at the light grid and did start to edit a bit, but with a jump map it is hard to get every where you will jump and bounce so exited that idea, maybe now its started it may be affecting things?? I have tried deleteing the /ram/maps/mp/ .grid file since then.
Also uploaded it to my server to test to see if any different there and still no different.
Theres something ive missed to stop any lighting updates.
Atm ive run out of ideas to try,
Thanks
-
- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Re: Lighting issue
Post a full compile log, with lighting setting to fast.

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- Core Staff
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- Location: Cramped in a small cubicle/making another jump map
Re: Lighting issue

Use the same settings, then report back if you still have the problem.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
Re: Lighting issue
Tried those settings Rezil and it still has old lighting showing.
The error part of that:
and if i use the .grid file i backed up when I started trying things:
Code: Select all
A subdirectory or file E:\Cod4_17 - Map\raw\maps\mp\ already exists.
.
.
###########################################
COMPILE BSP
###########################################
.
.
1 file(s) copied.
CoD4Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- cod2map ----
----- FS_Startup -----
Current search path:
E:\Cod4_17 - Map\bin\CoD4CompileTools/main
E:\Cod4_17 - Map\main\iw_13.iwd (265 files)
E:\Cod4_17 - Map\main\iw_12.iwd (33 files)
E:\Cod4_17 - Map\main\iw_11.iwd (448 files)
E:\Cod4_17 - Map\main\iw_10.iwd (230 files)
E:\Cod4_17 - Map\main\iw_09.iwd (447 files)
E:\Cod4_17 - Map\main\iw_08.iwd (66 files)
E:\Cod4_17 - Map\main\iw_07.iwd (34 files)
E:\Cod4_17 - Map\main\iw_06.iwd (416 files)
E:\Cod4_17 - Map\main\iw_05.iwd (716 files)
E:\Cod4_17 - Map\main\iw_04.iwd (765 files)
E:\Cod4_17 - Map\main\iw_03.iwd (670 files)
E:\Cod4_17 - Map\main\iw_02.iwd (1296 files)
E:\Cod4_17 - Map\main\iw_01.iwd (1456 files)
E:\Cod4_17 - Map\main\iw_00.iwd (1054 files)
E:/Cod4_17 - Map//main
E:/Cod4_17 - Map//main_shared
E:\Cod4_17 - Map\bin\CoD4CompileTools/raw
E:\Cod4_17 - Map\bin\CoD4CompileTools/raw_shared
E:\Cod4_17 - Map\bin\CoD4CompileTools/devraw
E:\Cod4_17 - Map\bin\CoD4CompileTools/devraw_shared
E:/Cod4_17 - Map//players
E:/Cod4_17 - Map//raw
E:/Cod4_17 - Map//raw_shared
E:/Cod4_17 - Map//devraw
E:/Cod4_17 - Map//devraw_shared
E:\Cod4_17 - Map\main\localized_english_iw06.iwd (7 files)
E:\Cod4_17 - Map\main\localized_english_iw05.iwd (1338 files)
E:\Cod4_17 - Map\main\localized_english_iw04.iwd (1730 files)
E:\Cod4_17 - Map\main\localized_english_iw03.iwd (3705 files)
E:\Cod4_17 - Map\main\localized_english_iw02.iwd (3483 files)
E:\Cod4_17 - Map\main\localized_english_iw01.iwd (3181 files)
E:\Cod4_17 - Map\main\localized_english_iw00.iwd (2903 files)
E:/Cod4_17 - Map//raw/english
File Handles:
----------------------
24243 files in iwd files
Loading map file E:\Cod4_17 - Map\map_source\mp_valley.map
writing E:\Cod4_17 - Map\raw\maps\mp\mp_valley.d3dprt
finding triangle windings...
coalescing coincident windings...
removing occluded winding fragments...
assigning primary lights...
finding sun shadow casters...
splitting large windings...
merging into concave windings...
fixing t-junctions...
tethering holes to their concave windings...
building lightmap groups...
assigning lightmaps...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
combining layered materials...
126 vertices couldn't be merged because the textures point different ways
emitting cells and portals...
building curve/terrain collision...
Adding brush neighbor bevels...
Removing redundant brush collision planes...
removed 6 brush sides
elapsed time 0 seconds
Finished processing world entity
Writing E:\Cod4_17 - Map\raw\maps\mp\mp_valley.d3dbsp
12 seconds elapsed
.
.
###########################################
COMPILE LIGHT
###########################################
.
.
----- FS_Startup -----
Current search path:
E:\Cod4_17 - Map\bin\CoD4CompileTools/main
E:\Cod4_17 - Map\main\iw_13.iwd (265 files)
E:\Cod4_17 - Map\main\iw_12.iwd (33 files)
E:\Cod4_17 - Map\main\iw_11.iwd (448 files)
E:\Cod4_17 - Map\main\iw_10.iwd (230 files)
E:\Cod4_17 - Map\main\iw_09.iwd (447 files)
E:\Cod4_17 - Map\main\iw_08.iwd (66 files)
E:\Cod4_17 - Map\main\iw_07.iwd (34 files)
E:\Cod4_17 - Map\main\iw_06.iwd (416 files)
E:\Cod4_17 - Map\main\iw_05.iwd (716 files)
E:\Cod4_17 - Map\main\iw_04.iwd (765 files)
E:\Cod4_17 - Map\main\iw_03.iwd (670 files)
E:\Cod4_17 - Map\main\iw_02.iwd (1296 files)
E:\Cod4_17 - Map\main\iw_01.iwd (1456 files)
E:\Cod4_17 - Map\main\iw_00.iwd (1054 files)
E:/Cod4_17 - Map//main
E:/Cod4_17 - Map//main_shared
E:\Cod4_17 - Map\bin\CoD4CompileTools/raw
E:\Cod4_17 - Map\bin\CoD4CompileTools/raw_shared
E:\Cod4_17 - Map\bin\CoD4CompileTools/devraw
E:\Cod4_17 - Map\bin\CoD4CompileTools/devraw_shared
E:/Cod4_17 - Map//raw
E:/Cod4_17 - Map//raw_shared
E:/Cod4_17 - Map//devraw
E:/Cod4_17 - Map//devraw_shared
E:\Cod4_17 - Map\main\localized_english_iw06.iwd (7 files)
E:\Cod4_17 - Map\main\localized_english_iw05.iwd (1338 files)
E:\Cod4_17 - Map\main\localized_english_iw04.iwd (1730 files)
E:\Cod4_17 - Map\main\localized_english_iw03.iwd (3705 files)
E:\Cod4_17 - Map\main\localized_english_iw02.iwd (3483 files)
E:\Cod4_17 - Map\main\localized_english_iw01.iwd (3181 files)
E:\Cod4_17 - Map\main\localized_english_iw00.iwd (2903 files)
E:/Cod4_17 - Map//raw/english
File Handles:
----------------------
24243 files in iwd files
using map radiosityScale 2
using map contrastGain 0.15
building collision data...
building collision took 0.3 seconds
----------------------------------------
Calculating sample areas...
Finished in 0 seconds.
----------------------------------------
Getting radiosity color for each sample...
Finished in 0 seconds.
----------------------------------------
Applying radiosity scale...
Finished in 0 seconds.
----------------------------------------
Loading saved light transport for sky and radiosity...
----------------------------------------
Building light transport for light sources...
Finished in 0 seconds.
----------------------------------------
Normalizing transport weights...
Finished in 0 seconds.
----------------------------------------
Seeding sky light...
Finished in 0 seconds.
----------------------------------------
Radiosity bounce 1...
Finished in 0 seconds.
----------------------------------------
Radiosity bounce 2...
Finished in 0 seconds.
----------------------------------------
Radiosity bounce 3...
Finished in 0 seconds.
----------------------------------------
Radiosity bounce 4...
Finished in 0 seconds.
----------------------------------------
Finding lightmap bleeding...
Finished in 0 seconds.
----------------------------------------
Building final lightmaps...
Finished in 1 seconds.
----------------------------------------
Calculating ground lighting for static models...
Finished in 0 seconds.
Light grid sample point file 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley.grid' not f
ound.
Vis cache logfile 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley.vclog' not found; usin
g static model origins only.
Light grid sample point file 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley.grid_auto'
not found.
Light grid sample point file 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley.grid_not' n
ot found.
----------------------------------------
Calculating light grid...
Finished in 0 seconds.
----------------------------------------
Quantizing light grid colors...
----------------------------------------
Encoding light grid...
Entire light compile finished in 4 seconds
.
.
###########################################
DONE
###########################################
.
.
Press any key to continue . . .
Code: Select all
Fastfile 1 of 2, "mp_valley": [ver. 5] process...link...compress...save...done.
Fastfile 2 of 2, "mp_valley_load": [ver. 5] process...link...compress...save...d
one.
Press any key to continue . . .
Code: Select all
Calculating ground lighting for static models...
Finished in 0 seconds.
Light grid sample point file 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley.grid' not f
ound.
Vis cache logfile 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley.vclog' not found; usin
g static model origins only.
Light grid sample point file 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley.grid_auto'
not found.
Light grid sample point file 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley.grid_not' n
ot found.
Code: Select all
Calculating ground lighting for static models...
Finished in 0 seconds.
Using 1578 grid points from grid logfile 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley
.grid'.
Light grid sample point file 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley.grid_auto'
not found.
Light grid sample point file 'E:\Cod4_17 - Map\raw\maps\mp\mp_valley.grid_not' n
ot found.
-
- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Re: Lighting issue
Also, how many light entities do you have and how many relfection nodes?

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Re: Lighting issue
46 lights and 31 reflection probes,
Re: Lighting issue
I deleted all the lights and the map cleaned up, re added lights and added some more probes (now 51 Lights, 55 Probes). Added more refelction probes over jump pads.
So looks like its not old lighing causing it.
Reduced the radius of the lights to stop any overlapping and increased the ambient in world spawn to counter it.
Still have lights that have no light emiting, and some strainge glows where light are not. There is a large difference from the running map to the spread in the Light Preview where all the lights are working.
So looks like its not old lighing causing it.
Reduced the radius of the lights to stop any overlapping and increased the ambient in world spawn to counter it.
Still have lights that have no light emiting, and some strainge glows where light are not. There is a large difference from the running map to the spread in the Light Preview where all the lights are working.
-
- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Re: Lighting issue
Delete all lights and compile with lighting, are there still lights being produced?
Are all your filters in radiant ticked?
Are all your filters in radiant ticked?

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Re: Lighting issue
All the filters are ticked,
Ive tried the compile with out any lights and the light marks are not there,
Looks like its coming from a light across the room, which is 500 away, the light has a radius set at just 100. Even deleted all the refection probes in the room as well and had no change.
The light settings are default:
color 1 1 1
angles 0 90 0
classname light
def light_point_linear
intensity 1
origin 0 1664 372
radius 100
The texture in the room is ch_cliff01
Starting to wonder if it something to do with reflections on that texture? might try another and see.
Also can you add the light settings to a light prefab like com_utility_light_on.map? to do away with light probe.
Ive tried the compile with out any lights and the light marks are not there,
Looks like its coming from a light across the room, which is 500 away, the light has a radius set at just 100. Even deleted all the refection probes in the room as well and had no change.
The light settings are default:
color 1 1 1
angles 0 90 0
classname light
def light_point_linear
intensity 1
origin 0 1664 372
radius 100
The texture in the room is ch_cliff01
Starting to wonder if it something to do with reflections on that texture? might try another and see.
Also can you add the light settings to a light prefab like com_utility_light_on.map? to do away with light probe.
-
- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Re: Lighting issue
Try using the 3D light preview and see if it differs from ingame.
http://modsonline.com/Tutorials-read-463.html
http://modsonline.com/Tutorials-read-463.html

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Re: Lighting issue
Ive been using the light preview to set the light positions and almost at the stage of changing the lights prefabs to spotlights and adding a null to force direction.
There is a huge difference from light preveiw to in game and thats whats got me worried about whats causing it. Alot of the lights in preview are not even showing in game.
There is a huge difference from light preveiw to in game and thats whats got me worried about whats causing it. Alot of the lights in preview are not even showing in game.
-
- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Re: Lighting issue
Stuck for ideas without seeing the actual ingame and map stuff.

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