spot light leak!!
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Quote
Re: spot light leak!!
Posted by Dark|Killer on Wed Dec 29th at 1:31pm 2004


Hey guyz...im making a map beginning in a big room...with four light bulbs...i put inside each bulb a light_spot ... i chose the color red...and made the other settings normal (didnt change it)

but when i compile this happens:


** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvbsp.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_content" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room"

Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_contentmaterials
Loading E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.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)
**** leaked ****
Entity light_spot (112.00 -200.00 268.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (157454 bytes)
Building Physics collision data...
done (0) (505637 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvvis.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_content" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.bsp
reading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.prt
LoadPortals: couldn't read e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.prt


** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvrad.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_content" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
ERROR: Couldn't open texlight file e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinlights.rad

** Executing...
** Command: Copy File
** Parameters: "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.bsp" "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.bsp"


** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_content" +map "dm_room"

-------------------------------------------------------------------------------- other than compiling...while the running the game (within hammer)..

this message appears.:

Launcher Error!

Failed to load the launcher DLL.

the spicified module could not be found

-------------------------------------------------------------------------------- help needed ASAP...

THX

[addsig]




Quote
Re: spot light leak!!
Posted by Nickelplate on Wed Dec 29th at 1:54pm 2004


the "memory leaks" are no problems. However, the other leaks ARE a problem. My guess is that you have accidentally placed a light_spot outside your map and it's causing the leak. When you get a leak, you look at the numbers that i have highlighted in color. Entity light_spot (112.00 -200.00 268.00) leaked!
the red is the X axis, the blue is the Y axis and the green is the Z axis, on a cartesian coordinates system. Find this coordinate on your map and that's where the ent u need to delete will be! [addsig]




Quote
Re: spot light leak!!
Posted by Dark|Killer on Wed Dec 29th at 1:59pm 2004


i dunno man...i cant find any light i added to my map till now with that coordinate...btw does that affect the lights....i mean if there is a leak....the lights wont appear????...and wat does a leak do to ur map?? [addsig]



Quote
Re: spot light leak!!
Posted by Nickelplate on Wed Dec 29th at 2:06pm 2004


in the world of 3d games, every little beam of light HAS to hit a surface. If there is a hole in your map SOME beams of light are not reflected and have to go on FORVER in the void. so instead of calculating an infinity of data for that light beam, VIS shuts down and runs your map in FULLBRIGHT mode.

[addsig]




Quote
Re: spot light leak!!
Posted by Dark|Killer on Wed Dec 29th at 2:12pm 2004


oh so u mean...i have to close all of the sides right??...i still didnt finish the map...lots of stuff to add...but there is alot of BIG holes in it...i still wanna add some stuff at it later....so that is a affecting light?? [addsig]



Quote
Re: spot light leak!!
Posted by Forceflow on Wed Dec 29th at 2:46pm 2004


? quote:
oh so u mean...i have to close all of the sides right??...i still didnt finish the map...lots of stuff to add...but there is alot of BIG holes in it...i still wanna add some stuff at it later....so that is a affecting light??


yes, all has to be closed.

The best way to test your map in that stadium is to put a huge hollow block around it with the sky texture.
[addsig]




Quote
Re: spot light leak!!
Posted by Dark|Killer on Wed Dec 29th at 2:54pm 2004


illl try that and see [addsig]



Quote
Re: spot light leak!!
Posted by Nickelplate on Wed Dec 29th at 3:00pm 2004


[addsig]



Quote
Re: spot light leak!!
Posted by Dark|Killer on Wed Dec 29th at 3:07pm 2004


it didnt work dude...any other thoughts??? [addsig]



Quote
Re: spot light leak!!
Posted by Nickelplate on Wed Dec 29th at 3:13pm 2004


you've got to make a cube that contains your WHOLE MAP. it has to be WHOLLY covered in the "Sky" texture. then you must click the cube and go to tools and selecy "hollow" set your wall thickness to 16

this WILL work unless there are light ents outside the skybox.

[addsig]




Quote
Re: spot light leak!!
Posted by Dark|Killer on Wed Dec 29th at 3:39pm 2004


i did a big box around the lvl dude....and then made it hollow to 32..(32 is the same as 16...or is there a difference???)

But still NOT ANY OF THE LIGHTS APPEAR !!!!

[addsig]




Quote
Re: spot light leak!!
Posted by Nickelplate on Wed Dec 29th at 3:45pm 2004


are you running VIS and RAD? and after you make the box are you getting compile errors?

[edit] if you send me a VMF i can most likely de-leak it for you.

[addsig]




Quote
Re: spot light leak!!
Posted by Dark|Killer on Wed Dec 29th at 3:57pm 2004


VIS and RAD???....wat the hell is that????

sorry for being such a noob...but im training for being a good mapper

here is the log after i did the box :

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvbsp.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_content" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room"

Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_contentmaterials
Loading E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.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) (219412 bytes)
Building Physics collision data...
done (1) (684988 bytes)
Error! prop_static using model "./models/props_c17/canister_propane01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_c17/canister_propane01a.mdl"!
Error! prop_static using model "./models/props_debris/concrete_column001a_Core.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_debris/concrete_column001a_Core.mdl"!

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvvis.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_content" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.bsp
reading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.prt
136 portalclusters
430 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 76 visible clusters (0.00%)
Total clusters visible: 10590
Average clusters visible: 77
Building PAS...
Average clusters audible: 134
visdatasize:5740 compressed from 6528
writing e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.bsp
3 seconds elapsed

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvrad.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_content" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
ERROR: Couldn't open texlight file e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinlights.rad

** Executing...
** Command: Copy File
** Parameters: "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.bsp" "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_room.bsp"

NOTE: I FIXED THE PROP STATIC THING...NOTHING IMPORTANT ON THAT...

[addsig]




Quote
Re: spot light leak!!
Posted by Nickelplate on Wed Dec 29th at 4:21pm 2004


okay the box fixed it. this is a different problem now.

Make sure you are not running thie compile in "expert mode" just run it in normal and try doing the "fast" options and see if that helps

[addsig]




Quote
Re: spot light leak!!
Posted by Dark|Killer on Wed Dec 29th at 4:31pm 2004


i use normal compiling...i still didnt grab my hands on expert....but still the problem is the SAME AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA [addsig]



Quote
Re: spot light leak!!
Posted by Guessmyname on Wed Dec 29th at 4:32pm 2004


First off, I think its looking four lights.rad in the wrong place.

Second off, two of your props are wrong:

Static Props are architecture that doesn't move, isn't affected by psychics ecetera.

Dynamic Props (Prop_Psysics and Prop_Dynamic) are psysics affected, and if they're light enough, can be picked up by the grav gun.

Hammer is telling you to change those props from prop static to a prop psysics or prop dynamics

If have no idea how to fix the lights.rad problem. Have you tried the Refresh SDK content button?

EDIT: There is a tut on expert compiling. Look in the Editor section. You might want to look at the "Compile errors" one too





Quote
Re: spot light leak!!
Posted by Dark|Killer on Wed Dec 29th at 4:35pm 2004


i dont like expert compiling (so complicated)...but i never did something about light.rad thing .... where u can see a tut how to do it...i dunno wat is it about LOL...but the static thing isnt important...cuzz i fixed it...the problem is none of the lights i add are appearing...(light, light_spot, light_enviroment, light_dynamic)

[addsig]




Quote
Re: spot light leak!!
Posted by Dark|Killer on Wed Dec 29th at 7:22pm 2004


PLZ SOME 1 HELP ME !!! WHY ISNT THERE SOME 1 HELPING ME !!! [addsig]



Quote
Re: spot light leak!!
Posted by omegaslayer on Wed Dec 29th at 8:10pm 2004


Whats the problem? Fix the leak first, and the advanced mode isnt complicated at all (ill explain how later if you care)

As for the lights your directories are screwed up probably, hit the reste things in the first window when you run the SDK to see if that fixes anything. Also just test to see if a regular LIGHT is working, or spot light, DONT try the env or dynamic yet, they require you to do some more things.
[addsig]




Quote
Re: spot light leak!!
Posted by Gorbachev on Wed Dec 29th at 8:34pm 2004


The answer is in the documentation that is with the SDK menu...you might want to read it.
[addsig]





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