texture lighting
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Quote
Re: texture lighting
Posted by half-dude on Wed Dec 10th at 6:56am 2003


Hey all,

I just used the texture lighting tutorial and when I tryed to test it the map would not load

Here's the compile log:


** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life


** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editor 1mapstestslights-rad.map" "C:SIERRAHalf-Lifevalvemapslights-rad.map"


** Executing...
** Command: C:PROGRA~1ZONERS~1HLCSG.EXE
** Parameters: "C:SIERRAHalf-Lifevalvemapslights-rad"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:PROGRA~1ZONERS~1HLCSG.EXE C:SIERRAHalf-Lifevalvemapslights-rad
Entering C:SIERRAHalf-Lifevalvemapslights-rad.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.05 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
- Contains 11 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvespraypaint.wad
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)

Texture usage is at 0.09 mb (of 4.00 mb MAX)
0.33 seconds elapsed

----- END hlcsg -----


** Executing...
** Command: C:PROGRA~1ZONERS~1HLBSP.EXE
** Parameters: "C:SIERRAHalf-Lifevalvemapslights-rad"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:PROGRA~1ZONERS~1HLBSP.EXE C:SIERRAHalf-Lifevalvemapslights-rad

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:SIERRAHalf-Lifevalvemapslights-rad.prt'
0.06 seconds elapsed

----- END hlbsp -----


** Executing...
** Command: C:PROGRA~1ZONERS~1HLVIS.EXE
** Parameters: "C:SIERRAHalf-Lifevalvemapslights-rad"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:PROGRA~1ZONERS~1HLVIS.EXE C:SIERRAHalf-Lifevalvemapslights-rad
17 portalleafs
42 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
average leafs visible: 17
g_visdatasize:85 compressed from 51
0.05 seconds elapsed

----- END hlvis -----


** Executing...
** Command: C:PROGRA~1ZONERS~1HLRAD.EXE
** Parameters: "C:SIERRAHalf-Lifevalvemapslights-rad"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:PROGRA~1ZONERS~1HLRAD.EXE C:SIERRAHalf-Lifevalvemapslights-rad

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


[Reading texlights from 'C:PROGRAM FILESZONERS COMPILERlights.rad']
[49 texlights parsed from 'C:PROGRAM FILESZONERS COMPILERlights.rad']

63 faces
Create Patches : 521 base patches
0 opaque faces
7236 square feet [1041984.00 square inches]
24 direct lights

BuildFacelights:
20%...30%...50%...60%...80%...90%... (0.33 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
70%... (0.11 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.33 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists : 162174 : 162.17k transfers
Indices : 43352 : 42.34k bytes
Data : 648696 : 633.49k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
FinalLightFace:
20%...30%...50%...60%...80%...90%... (0.11 seconds)
1.04 seconds elapsed

----- END hlrad -----


** Executing...
** Command: C:SIERRAHALF-L~1HL.EXE
** Parameters: +map "lights-rad"

[addsig]




Quote
Re: texture lighting
Posted by Tracer Bullet on Wed Dec 10th at 7:24am 2003


I don't see any errors. what exactly was the problem? [addsig]



Quote
Re: texture lighting
Posted by fishy on Wed Dec 10th at 7:35am 2003


you could try loading a different map, then changing the level to your new map through the console. it wont help you find what's wrong, but it may help you to view your map.



Quote
Re: texture lighting
Posted by Orpheus on Wed Dec 10th at 12:36pm 2003


there are a few possibilities.. any or NONE of these could be it.

  • you forgot a multiplayer start, in which case you will need to load it singleplayer, contrary to popular belief, you do not have to place a singleplayer start to load a map.

  • you did not send it to the maps folder, look inside maps, and see if the bsp is there.

  • names, HL is picky about names, it might need the "hyphen" (-) changed to an "underscore" (_)

  • the custom 17 build is full of errors on RAD switch it to the normal 2.5.3 build, RAD ONLY!!!

  • your lights.rad file may be empty it says only 49 lights parsed, maybe you have a small map, or maybe you have no lights, i simply don't know.

good luck

[addsig]




Quote
Re: texture lighting
Posted by North_Star on Wed Dec 10th at 12:37pm 2003


Does it give you any error messages when HL tries to load the map? [addsig]



Quote
Re: texture lighting
Posted by Pegs on Wed Dec 10th at 1:31pm 2003


If you try do open it in jumbot it sometimes does not work i dont use textured lighting myself so try (if you trying to open it in jumbot) to open it in ariganall half-life But apart from that i dont now what could be wrong

[addsig]




Quote
Re: texture lighting
Posted by Gwil on Thu Dec 11th at 3:49pm 2003


It may have read and understood all the textures in the lights.rad file, BUT - you have used light textures which dont have an entry in the .rad file.

People do it, believe me

[addsig]




Quote
Re: texture lighting
Posted by half-dude on Thu Dec 11th at 6:01pm 2003


Hey I got it!!!

The map just had a bad name.






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