When I load my map in Counter-Strike: Source, the map has no lighting information; It is fullbright even though I've placed light entities. This happens for light and light_environment.
Entity properties are set to default. Anvil compile options are set to the default preset. My paths are set up for Counter-Strike: Source in settings. I am using Anvil 3.9 and VMF exporter 2.1 in 3ds Max 2015. There are no leaks in the map.
(Editor shown with one wall hidden.)
Map is fullbright. Light entity does not compile.
Entity properties are set to default. Anvil compile options are set to the default preset. My paths are set up for Counter-Strike: Source in settings. I am using Anvil 3.9 and VMF exporter 2.1 in 3ds Max 2015. There are no leaks in the map.
(Editor shown with one wall hidden.)
Map is fullbright. Light entity does not compile.
Code (Compile log) Select
Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: D:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading D:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike\custom\test_map.vmf
Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\counter-strike source\cstrike\gameinfo.txt
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:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike\custom\test_map.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (2373 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 36 texinfos to 6
Reduced 3 texdatas to 3 (53 bytes to 53)
Writing D:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike\custom\test_map.bsp
0 seconds elapsed
Valve Software - vvis.exe (May 15 2014)
8 threads
reading d:\steamlibrary\steamapps\common\counter-strike source\cstrike\custom\test_map.bsp
reading d:\steamlibrary\steamapps\common\counter-strike source\cstrike\custom\test_map.prt
1 portalclusters
0 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: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing d:\steamlibrary\steamapps\common\counter-strike source\cstrike\custom\test_map.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (May 14 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading d:\steamlibrary\steamapps\common\counter-strike source\cstrike\custom\test_map.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
30 faces
25486 square feet [3670016.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
30 patches before subdivision
2214 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 225566, max 243
transfer lists: 1.7 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<0.0006 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 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 36/65536 720/1310720 ( 0.1%)
vertexes 41/65536 492/786432 ( 0.1%)
nodes 6/65536 192/2097152 ( 0.0%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 30/65536 1680/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 8/65536 256/2097152 ( 0.0%)
leaffaces 30/65536 60/131072 ( 0.0%)
leafbrushes 6/65536 12/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 160/512000 640/2048000 ( 0.0%)
edges 81/256000 324/1024000 ( 0.0%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24/65536 48/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 129208/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 894/393216 ( 0.2%)
LDR ambient table 8/65536 32/262144 ( 0.0%)
HDR ambient table 8/65536 32/262144 ( 0.0%)
LDR leaf ambient 1/65536 28/1835008 ( 0.0%)
HDR leaf ambient 8/65536 224/1835008 ( 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] 105687/0 ( 0.0%)
physics [variable] 2373/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 76
Writing d:\steamlibrary\steamapps\common\counter-strike source\cstrike\custom\test_map.bsp
0 seconds elapsed