Posted by Cassius on Sun Nov 7th at 11:06pm 2004
Posted by Leperous on Sun Nov 7th at 11:33pm 2004
Leperous
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Posted by G.Ballblue on Sun Nov 7th at 11:47pm 2004
We're already 5 threads in, and we're already reminding that ! ![]()
/me cries that he can't use the SDK until the game ships
[addsig]G.Ballblue
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Posted by Wild Card on Mon Nov 8th at 12:03am 2004
| ? quoting G.Ballblue |
|
/me cries that he can't use the SDK until the game ships |
Just a few more days... Now I just need to find the cash to buy the game...
[addsig]Wild Card
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Posted by Crono on Mon Nov 8th at 12:12am 2004
Just a few more days... Now I just need to find the cash to buy the game...
Yes, just a few more days until I can go pick up HL2 and not open it for 2 months because I'll be too busy with school.
I actually have an exam the day of and the day after the release.
[addsig]Posted by OtZman on Mon Nov 8th at 12:15am 2004
What kind of lights are there? If you've only used light_dynamic's that will make your map fullbright (god knows why). Put a light_spot somewhere in the map, just hide it away somewhere and that should fix it.
[addsig]
OtZman
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Posted by Cassius on Mon Nov 8th at 12:53am 2004
** Executing...
** Command: Change Directory
** Parameters: "d:steamsteamappswta2k4sourcesdk"
** Executing...
** Command: Copy File
** Parameters: "D:MAPPEdeeawg.vmf" "d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg.vmf"
** Executing...
** Command: "d:steamsteamappswta2k4sourcesdkbinvbsp.exe"
** Parameters: "d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg"
Valve Software - vbsp.exe (Nov 4 2004)
1 threads
materialPath: d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmaterials
Loading d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg.vmf
Detected multiplayer map, building linux dedicated server data
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:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg.prt...done (0)
Can't load skybox file black to build the default cubemap!
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) (88996 bytes)
Building Physics collision data...
done (0) (88996 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Writing d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "d:steamsteamappswta2k4sourcesdkbinvvis.exe"
** Parameters: "d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg"
Valve Software - vvis.exe (Nov 4 2004)
1 threads
reading d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg.bsp
reading d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg.prt
190 portalclusters
491 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 (5)
Optimized: 72 visible clusters (0.00%)
Total clusters visible: 20602
Average clusters visible: 108
Building PAS...
Average clusters audible: 189
visdatasize:10564 compressed from 9120
writing d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg.bsp
5 seconds elapsed
** Executing...
** Command: "d:steamsteamappswta2k4sourcesdkbinvrad.exe"
** Parameters: -extra "d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg"
Valve Software - vrad.exe (Nov 4 2004)
----- Radiosity Simulator ----
Command line: "d:steamsteamappswta2k4sourcesdkbinvrad.exe" "-extra" "d:steamsteamappswta2k4sourcesdkcstrike_sample_contentmapsdeeawg"
usage : vrad [options...] bspfile
example: vrad c:hl2hl2mapstest
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.
Other options:
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
Posted by Leperous on Mon Nov 8th at 1:00am 2004
Leperous
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Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by ReNo on Mon Nov 8th at 2:45am 2004
[addsig]
ReNo
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