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Light compile Q3Map2 pitch black
https://www.quake3world.com/forum/viewtopic.php?f=10&t=54479
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Author:  Atera [ 05-24-2020 08:25 PM ]
Post subject:  Light compile Q3Map2 pitch black

I get no errors so I don't understand why my map ends up looking all messed up like this (JA):

http://puu.sh/FOsOm/172e120891.jpg
http://puu.sh/FOrXc/05a889c3e7.jpg
http://puu.sh/FOtlV/4a0682bcfe.jpg

Any help is greatly appreciated.

Params are:
-meta -v
-vis -saveprt -v
-light -faster -v

Compile log:
--- Light ---
Faster mode enabled
Map has shader script C:\Users\blabla.shader (removed for privacy)
entering shaders/shaderlist.txt
entering shaders/shaderlist.txt (2)
entering shaders/shaderlist.txt (3)
entering shaders/shaderlist.txt (4)
entering shaders/bespin.shader
entering shaders/bounty.shader
entering shaders/byss.shader
entering shaders/cairn.shader
entering shaders/common.shader
entering shaders/danger.shader
entering shaders/decals.shader
entering shaders/desert.shader
entering shaders/doomgiver.shader
entering shaders/factory.shader
entering shaders/flares.shader
entering shaders/fogs.shader
entering shaders/h_evil.shader
entering shaders/hoth.shader
entering shaders/imp_mine.shader
entering shaders/impdetention.shader
entering shaders/imperial.shader
entering shaders/jnegretetest.shader
entering shaders/kejim.shader
entering shaders/korriban.shader
entering shaders/models.shader
entering shaders/mp.shader
entering shaders/narshaddaa.shader
entering shaders/nar_streets.shader
entering shaders/quicktrip.shader
entering shaders/rail.shader
entering shaders/rbettenbergtest.shader
entering shaders/rift.shader
entering shaders/rocky_ruins.shader
entering shaders/rooftop.shader
entering shaders/sandcrawler.shader
entering shaders/siege.shader
entering shaders/skies.shader
entering shaders/stu.shader
entering shaders/system.shader
entering shaders/taspir.shader
entering shaders/tests.shader
entering shaders/vjun.shader
entering shaders/wedge.shader
entering shaders/yavin.shader
entering shaders/holograms.shader
entering shaders/sky.shader
2194 shaderInfo
Loading C:\Users\blablabla.bsp (removed for privacy)
Loading C:\Users\blablabla.srf (removed for privacy)
--- LoadMapFile ---
Loading C:\Users\blablabla (removed for privacy)
entering C:\Users\blablabla (removed for privacy)
10 light entities
--- SetupBrushes ---
1549 opaque brushes
--- SetupDirt ---
48 dirtmap vectors
--- SetupSurfaceLightmaps ---
15181 surfaces
13737 raw lightmaps
80 surfaces vertex lit
15101 surfaces lightmapped
14965 planar surfaces lightmapped
136 non-planar surfaces lightmapped
0 patches lightmapped
0 planar patches lightmapped
--- SetupTraceNodes ---
1279312 trace windings (322.09MB)
2495584 trace triangles (209.44MB)
874652 trace nodes (53.38MB)
437283 leaf nodes (26.69MB)
2 average windings per leaf node
32 max trace depth
--- SetupGrid ---
Grid size = { 576, 576, 624 }
Storing adjusted grid size
1023606 grid points
--- CreateLights ---
340 point lights
0 spotlights
2778 diffuse (area) lights
10 sun/sky lights
--- SetupEnvelopes (fast) ---
3120 total lights
8 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (23)
123 x 114 x 73 = 1023606 grid
168548917 grid points envelope culled
0 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (2)
13929360 luxels
5657471 luxels mapped
1799421 luxels occluded
--- SetupEnvelopes (fast) ---
3120 total lights
0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (48)
13924807 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (0)
58337 vertexes illuminated
296929 lights plane culled
8215643 lights envelope culled
0 lights bounds culled
33899427 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating...storing...projecting...done.
9054155 luxels used
9469952 luxels stored (95.61 percent efficiency)
2726 solid surface lightmaps
772 identical surface lightmaps, using 802843 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
578 BSP lightmaps
578 total lightmaps
1240 unique lightmap/shader combinations
Writing C:\Users\blablabla*removedforprivacy*
Storing lightgrid: 1023606 points
Wrote 40.4 MB (42323484 bytes)
638 seconds elapsed
Disconnecting

Author:  obsidian [ 05-24-2020 08:53 PM ]
Post subject:  Re: Light compile Q3Map2 pitch black

Could you try compiling with -light -fast instead? -faster does weird things.

Author:  Atera [ 05-24-2020 08:59 PM ]
Post subject:  Re: Light compile Q3Map2 pitch black

Tried that too, same result. It's a space map and it's using lightgrid which I'm not too familiar with. Maybe I need some additional params due to that?

Author:  Atera [ 05-24-2020 09:24 PM ]
Post subject:  Re: Light compile Q3Map2 pitch black

I managed to solve it with the following:
-samplesize 256 in both BSP and LIGHT stage!

Author:  Theftbot [ 05-25-2020 12:24 AM ]
Post subject:  Re: Light compile Q3Map2 pitch black

before compiling again delete old .bsp first

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