in my map, a vary large map, some rooms/areas (that are small) appear not to have been added to the light grid, as when the player enters these areas, the player model goes dark. These areas them self are lit up with entitie lights and are quite bright.
there is no errors in the light phase of the compile.
I tried with ‘-fastgrid’ and it yielded no changes
I tried with ‘-cheapgrid’ and the lightgrid appeared darker throughout the maps entirety.
here is the compile’s lightphase if it is of any use;
699 light entities
— SetupBrushes —
4130 opaque brushes
— SetupDirt —
48 dirtmap vectors
— SetupSurfaceLightmaps —
27962 surfaces
1629 raw lightmaps
25750 surfaces vertex lit
2212 surfaces lightmapped
1767 planar surfaces lightmapped
24 non-planar surfaces lightmapped
248 patches lightmapped
246 planar patches lightmapped
— SetupTraceNodes —
786899 trace windings (198.12MB)
1374055 trace triangles (115.32MB)
450882 trace nodes (27.52MB)
223321 leaf nodes (13.63MB)
3 average windings per leaf node
32 max trace depth
— SetupGrid —
Grid size = { 240, 224, 288 }
Storing adjusted grid size
987168 grid points
— CreateLights —
Sun: textures/gjs3/SKY_001
1047 point lights
5 spotlights
1281 diffuse (area) lights
32 sun/sky lights
— SetupEnvelopes (fast) —
1715 total lights
650 culled lights
— TraceGrid —
0…1…2…3…4…5…6…7…8…9… (77)
226 x 112 x 39 = 987168 grid
33135950 grid points envelope culled
2463498 grid points bounds culled
— MapRawLightmap —
0…1…2…3…4…5…6…7…8…9… (8)
1630416 luxels
1093246 luxels mapped
33469 luxels occluded
— SetupEnvelopes (fast) —
1715 total lights
0 culled lights
— IlluminateRawLightmap —
0…1…2…3…4…5…6…7…8…9… (784)
1630416 luxels illuminated
— IlluminateVertexes —
0…1…2…3…4…5…6…7…8…9… (716)
395169 vertexes illuminated
449788 lights plane culled
1952689 lights envelope culled
0 lights bounds culled
43905135 lights cluster culled
— StoreSurfaceLightmaps —
Subsampling…collapsing…sorting…allocating…storing…projecting…done.
1204447 luxels used
1540096 luxels stored (78.21 percent efficiency)
148 solid surface lightmaps
197 identical surface lightmaps, using 52088 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
94 BSP lightmaps
94 total lightmaps
505 unique lightmap/shader combinations
Writing C:/maps/testbuild.bsp
Storing lightgrid: 987168 points
Wrote 45.6 MB (47770912 bytes)
1638 seconds elapsed
Disconnecting
Connection closed.
any ideas or workarounds would be appreciated and if requested I’ll post a few screenshots.
thanks