light bounce
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Quote
Re: light bounce
Posted by Ultra_extreme on Mon Nov 29th at 12:46pm 2004


Im getting 100 "light bounce" calculations in compiling, is this normal? plus some of my 'light' entities have simply stopped working, even though ive not been near them for ages? any ideas? heres my compile log:


** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamSteamAppsultra_extremeHalf-life 2"


** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsultra_extremehalf-life 2hl2mapsduelb.vmf" "C:Program FilesSteamSteamAppsultra_extremehalf-life 2hl2mapsduelb.vmf"


** Executing...
** Command: "C:Program FilesSteamSteamAppsultra_extremesourcesdkbinvbsp.exe"
** Parameters: "C:Program FilesSteamSteamAppsultra_extremehalf-life 2hl2mapsduelb"

Valve Software - vbsp.exe (Nov 4 2004)
2 threads
materialPath: C:Program FilesSteamSteamAppsultra_extremehalf-life 2materials
Loading C:Program FilesSteamSteamAppsultra_extremehalf-life 2hl2mapsduelb.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 C:Program FilesSteamSteamAppsultra_extremehalf-life 2hl2mapsduelb.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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) (370553 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesSteamSteamAppsultra_extremehalf-life 2hl2mapsduelb.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "C:Program FilesSteamSteamAppsultra_extremesourcesdkbinvvis.exe"
** Parameters: -fast "C:Program FilesSteamSteamAppsultra_extremehalf-life 2hl2mapsduelb"

Valve Software - vvis.exe (Nov 4 2004)
fastvis = true
2 threads
reading c:program filessteamsteamappsultra_extremehalf-life 2hl2mapsduelb.bsp
reading c:program filessteamsteamappsultra_extremehalf-life 2hl2mapsduelb.prt
538 portalclusters
2054 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 10413 visible clusters (0.00%)
Total clusters visible: 183995
Average clusters visible: 341
Building PAS...
Average clusters audible: 489
visdatasize:74081 compressed from 77472
writing c:program filessteamsteamappsultra_extremehalf-life 2hl2mapsduelb.bsp
1 second elapsed

** Executing...
** Command: "C:Program FilesSteamSteamAppsultra_extremesourcesdkbinvrad.exe"
** Parameters: "C:Program FilesSteamSteamAppsultra_extremehalf-life 2hl2mapsduelb"

Valve Software - vrad.exe (Nov 4 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsultra_extremehalf-life 2hl2mapsduelb.bsp
1503 faces
4 degenerate faces
699111 square feet [100672104.00 square inches]
34 displacements
171434 square feet [24686588.00 square inches]
1499 patches before subdivision
zero area child patch
16449 patches after subdivision
34 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (95)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (17)
transfers 419095, max 246
transfer lists: 3.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #7 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #8 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #9 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #10 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #11 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #12 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #13 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #14 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #15 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #16 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #17 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #18 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #19 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #20 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #21 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #22 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #23 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #24 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #25 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #26 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #27 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #28 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #29 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #30 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #31 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #32 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #33 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #34 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #35 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #36 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #37 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #38 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #39 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #40 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #41 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #42 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #43 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #44 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #45 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #46 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #47 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #48 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #49 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #50 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #51 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #52 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #53 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #54 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #55 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #56 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #57 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #58 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #59 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #60 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #61 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #62 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #63 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #64 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #65 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #66 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #67 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #68 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #69 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #70 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #71 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #72 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #73 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #74 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #75 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #76 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #77 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #78 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #79 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #80 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #81 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #82 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #83 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #84 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #85 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #86 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #87 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #88 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #89 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #90 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #91 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #92 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #93 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #94 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #95 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #96 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #97 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #98 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #99 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #100 added RGB(-1, -1, -1)
Build Patch/Sample Hash Table(s).....Done<0.0260 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 150/8192 1800/98304 ( 1.8%)
brushsides 1620/65536 12960/524288 ( 2.5%)
planes 2498/65536 49960/1310720 ( 3.8%)
vertexes 3200/65536 38400/786432 ( 4.9%)
nodes 1055/65536 33760/2097152 ( 1.6%)
texinfos 138/12288 9936/884736 ( 1.1%)
texdata 31/2048 992/65536 ( 1.5%)
dispinfos 34/0 5984/0 ( 0.0%)
disp_verts 2962/0 59240/0 ( 0.0%)
disp_tris 4736/0 9472/0 ( 0.0%)
disp_lmsamples 169287/0 169287/0 ( 0.0%)
faces 1503/65536 84168/3670016 ( 2.3%)
origfaces 592/65536 33152/3670016 ( 0.9%)
leaves 1059/65536 59304/3670016 ( 1.6%)
leaffaces 1660/65536 3320/131072 ( 2.5%)
leafbrushes 862/65536 1724/131072 ( 1.3%)
surfedges 9501/512000 38004/2048000 ( 1.9%)
edges 5035/256000 20140/1024000 ( 2.0%)
worldlights 33/8192 2904/720896 ( 0.4%)
waterstrips 113/32768 1130/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1725/65536 3450/131072 ( 2.6%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 3/512 1056/180224 ( 0.6%)
lightdata [variable] 1796668/0 ( 0.0%)
visdata [variable] 74081/16777216 ( 0.4%)
entdata [variable] 20027/393216 ( 5.1%)
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] 1/3830 ( 0.0%)
pakfile [variable] 30714/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 370553/4194304 ( 8.8%)
==== Total Win32 BSP file data space used: 2932364 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 2561811 bytes ====

Total triangle count: 4102
Writing c:program filessteamsteamappsultra_extremehalf-life 2hl2mapsduelb.bsp
5 minutes, 10 seconds elapsed





Quote
Re: light bounce
Posted by Night-Wolf on Mon Nov 29th at 12:59pm 2004


Thats alot of bounces! In one of my posts somebody said 3-4 bounces was plenty! Mine does around 10. I think the way to change it is use the command ( -Bounce # ) in the little box of the compile panel. Havent tried it yet but im hoping thats how!



Quote
Re: light bounce
Posted by ReNo on Mon Nov 29th at 2:43pm 2004


Yup correct, just use the -bounce parameter with RAD. I can't believe you are using 100 Did you set it to this, or did somebody tell you to? I wouldn't imagine it would do it by default.

As Nightwolf said, 4 is really the most you would ever need to do, and depending on the cirumcumstances you may do as little as 1, or even none at all. 2 or 3 are good general purpose figures I'd say.
[addsig]




Quote
Re: light bounce
Posted by Ultra_extreme on Mon Nov 29th at 2:51pm 2004


it set itself, it seems to get bigger the more displacements. BTW the command does nothing. I type "-bounce 6" into the box in the compile and nowt changes, do i type RAD -bounce 6 or summink??



Quote
Re: light bounce
Posted by ReNo on Mon Nov 29th at 2:52pm 2004


What box are you typing this into? You may need to do an expert compile to be able to set the bounces, I haven't really used the normal compile option so I can't remember if you can enter tool options with it.
[addsig]




Quote
Re: light bounce
Posted by Ultra_extreme on Mon Nov 29th at 2:59pm 2004


when i go into expert mode it seems to want a lot of other perameters which im too noobie to understand, although i can get rad to run with the perameter -bounce 6 it does not then compile my map i just get


** Executing...
** Command: C:Program FilesSteamSteamAppsultra_extremesourcesdkbinvrad.exe
** Parameters: -bounce 6

Valve Software - vrad.exe (Nov 4 2004)
----- Radiosity Simulator ----
Command line: "C:Program FilesSteamSteamAppsultra_extremesourcesdkbinvrad.exe" "-bounce" "6"

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).





Quote
Re: light bounce
Posted by KungFuSquirrel on Mon Nov 29th at 3:07pm 2004


Did you add those quotes manually? The command line should read:

"C:Program FilesSteamSteamAppsultra_extremesourcesdkbinvrad.exe" -bounce 6

It's giving you the list of commands due to taking what it saw as an invalid parameter. [addsig]




Quote
Re: light bounce
Posted by Ultra_extreme on Mon Nov 29th at 3:15pm 2004


nah it adds the quotes itself



Quote
Re: light bounce
Posted by ReNo on Mon Nov 29th at 3:17pm 2004


I posted this on another forum but it might help you out too...

? quote:
I'm compiling through the expert tab. Here are my hammer settings. Obviously just make sure the paths match your computer instead of mine

GAME CONFIGURATIONS
The top stuff is all straightforward, and I'm only using the cstrike.fgd (since it automatically includes the base.fgd anyway).

Game Executable: C:ValveSteamSteamAppsreno84counter-strike source
Game Directory: c:valvesteamsteamappsreno84sourcesdkcstrike_sample_content
Hammer Map Directory: C:ValveSteamSteamAppsreno84sourcesdkcstrike_sample_contentmaps

BUILD PROGRAMS
Game Executable: C:ValveSteamSteamAppsreno84counter-strike sourcehl2.exe
BSP: c:valvesteamsteamappsreno84sourcesdkbinvbsp.exe
VIS: c:valvesteamsteamappsreno84sourcesdkbinvvis.exe
RAD: c:valvesteamsteamappsreno84sourcesdkbinvrad.exe
Place Compiled... :C:ValveSteamSteamAppsreno84counter-strike sourcecstrikemaps

EXPERT COMPILE
I put the following commands in, using the "cmds" and "parms" buttons to enter the right syntax...
Step 1: $bsp_exe $path$file
Step 2: $vis_exe $path$file
Step 3: $light_exe -bounce 2 $path$file
Step 4: Copy File $path$file.bsp $bspdir$file.bsp
[addsig]




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Re: light bounce
Posted by Night-Wolf on Mon Nov 29th at 4:08pm 2004


I was unsure of exactly where to put the -bounce command too so im presuming you can change the

RAD: c:valvesteamsteamapps******sourcesdkbinvrad.exe to

RAD: c:valvesteamsteamapps******sourcesdkbinvrad.exe -bounce 3

in the program setup bit?

Edit also the reason its 100 is maybe? - (bounce # : Set max number of bounces (default: 100).)





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Re: light bounce
Posted by ReNo on Mon Nov 29th at 4:14pm 2004


No mate, look at the "expert compile" bit of my settings, its in there that you put the bounce setting and any other compile settings...

? quote:
Step 3: $light_exe -bounce 2 $path$file


And wow, default IS 100?! Thats madness, or at least it would have been in HL1. Perhaps in HL2 that is a reasonable figure
[addsig]




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Re: light bounce
Posted by Night-Wolf on Mon Nov 29th at 4:15pm 2004


Ok Reno ill have a looksie.



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Re: light bounce
Posted by Raeth on Mon Nov 29th at 4:35pm 2004


I'm not sure there is a default, actually. I get 10 bounces when I compile, and I haven't set anything. Other people on this board have gotten 8 and 100 bounces without setting the -bounce parameter. It's possible that RAD just keeps doing bounces until something in the code tells it to stop.




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Re: light bounce
Posted by Night-Wolf on Mon Nov 29th at 4:53pm 2004


? quoting Raeth
I'm not sure there is a default, actually. I get 10 bounces when I compile, and I haven't set anything. Other people on this board have gotten 8 and 100 bounces without setting the -bounce parameter. It's possible that RAD just keeps doing bounces until something in the code tells it to stop.

You may be right, I used to get 10 now its about 8. Dunno what sets it up or why!?





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Re: light bounce
Posted by Ultra_extreme on Mon Nov 29th at 5:13pm 2004


ok its a bug...plain and simple. I reloaded hammer and its stopped, the maps lost a few bugs it had too, my ladders work all of a sudden etc



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Re: light bounce
Posted by 9centwhore on Tue Nov 30th at 9:08am 2004


i got this earlier today but i fixed it by strategically placing some hint/skip brushes to divide up some of the bigger areas. also double check there are no leaks, easiest way to do that is try and load the pointfile after compiling. it was either all that or some bizarre coincidence (read: unoticed change i made to map) that made it go away hehe





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