Posted by Bobv on Sun Jan 9th at 8:58pm 2005
1) when i look at a wall/floor or any surface reaaly close, everything just kinda fades out to black untill i turn away from it.
2) when i walk thorough the map, lights just kinda flicker when im going between certain points.
Posted by omegaslayer on Sun Jan 9th at 11:57pm 2005
2) I have no clue what your talking about, lights dont flicker unless you've told them too, meaning leave it a "normal" in the appearence setting if you want a full stream of light.
[addsig]
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Posted by satchmo on Mon Jan 10th at 12:59am 2005
You need to provide us with detailed description of what you're experiencing.
When you said "until I turn away from it", what happens, then, when you turn away from it?
What kinds of light entities did you use? Where did you place them? What are their settings? A compile log might be helpful.
Give us more information, and then we might be helpful to you.
[addsig]satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by Orpheus on Mon Jan 10th at 1:02am 2005
When you said "until I turn away from it", what happens, then, when you turn away from it?
What kinds of light entities did you use? Where did you place them? What are their settings? A compile log might be helpful.
Give us more information, and then we might be helpful to you.
screenshots, might do it better, but yeah what he said.
sounds like a card issue to me. (drivers)
[addsig]Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Posted by Bobv on Mon Jan 10th at 2:52am 2005
when i said they flicker i mean they kinda change when you move between rooms - maybe moving out of radius of one light into another?
when im hugging a wall and looking at it everything fades out to black, if i turn away everything fades back in - it doesnt distrupt gameplay, because if you're getting shot at you probably arent hugging and looking at walls, but i dont think it's intended.
not sure if this is relevant, but my map has both water and a sky.
gif of light problem - all im doing is walking through the level, if i stand there nothing happens only when i move between certain points (look at side walls during first couple frames, then the other walls)
http://img11.imgspot.com/?u=05/8/14/probby1.gif
gif of the blackout thing - turning to and from the wall here (its more gradual then it looks...)
http://img13.imgspot.com/?u=05/8/14/probby2.gif
Dont know how to attach a text file so here's the log
** Executing...
** Command: "c:gamessteamsteamappstheevilqubesourcesdkbinvbsp.exe"
** Parameters: -game "c:gamessteamsteamappstheevilqubehalf-life 2 deathmatchhl2mp" "C:GamesSteamSteamAppstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball"
Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:gamessteamsteamappstheevilqubehalf-life 2 deathmatchhl2mpmaterials
Loading C:GamesSteamSteamAppstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball.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 C:GamesSteamSteamAppstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball.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) (26354 bytes)
Building Physics collision data...
done (0) (26354 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 C:GamesSteamSteamAppstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 5
** Executing...
** Command: "c:gamessteamsteamappstheevilqubesourcesdkbinvvis.exe"
** Parameters: -game "c:gamessteamsteamappstheevilqubehalf-life 2 deathmatchhl2mp" "C:GamesSteamSteamAppstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:gamessteamsteamappstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball.bsp
reading c:gamessteamsteamappstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball.prt
123 portalclusters
241 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 (1)
Optimized: 20 visible clusters (0.00%)
Total clusters visible: 11315
Average clusters visible: 91
Building PAS...
Average clusters audible: 123
visdatasize:4927 compressed from 3936
writing c:gamessteamsteamappstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball.bsp
1 second elapsed
** Executing...
** Command: "c:gamessteamsteamappstheevilqubesourcesdkbinvrad.exe"
** Parameters: -game "c:gamessteamsteamappstheevilqubehalf-life 2 deathmatchhl2mp" "C:GamesSteamSteamAppstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball"
Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:gamessteamsteamappstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball.bsp
444 faces
83940 square feet [12087478.00 square inches]
0 displacements
0 square feet [0.00 square inches]
444 patches before subdivision
3488 patches after subdivision
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 64727, max 123
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3295, 3114, 2570)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1121, 1064, 830)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(94, 83, 61)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(20, 18, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0050 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 1/1024 48/49152 ( 0.1%)
brushes 72/8192 864/98304 ( 0.9%)
brushsides 440/65536 3520/524288 ( 0.7%)
planes 138/65536 2760/1310720 ( 0.2%)
vertexes 696/65536 8352/786432 ( 1.1%)
nodes 315/65536 10080/2097152 ( 0.5%)
texinfos 107/12288 7704/884736 ( 0.9%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 444/65536 24864/3670016 ( 0.7%)
origfaces 147/65536 8232/3670016 ( 0.2%)
leaves 317/65536 17752/3670016 ( 0.5%)
leaffaces 509/65536 1018/131072 ( 0.8%)
leafbrushes 309/65536 618/131072 ( 0.5%)
surfedges 2646/512000 10584/2048000 ( 0.5%)
edges 1538/256000 6152/1024000 ( 0.6%)
worldlights 9/8192 792/720896 ( 0.1%)
waterstrips 53/32768 530/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 720/65536 1440/131072 ( 1.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 184492/0 ( 0.0%)
visdata [variable] 4927/16777216 ( 0.0%)
entdata [variable] 28835/393216 ( 7.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 10087/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 26354/4194304 ( 0.6%)
==== Total Win32 BSP file data space used: 360359 bytes ====
Linux Specific Data:
physicssurface [variable] 26354/6291456 ( 0.4%)
==== Total Linux BSP file data space used: 360359 bytes ====
Total triangle count: 1170
Writing c:gamessteamsteamappstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball.bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:GamesSteamSteamAppstheevilqubesourcesdk_contenthl2mpmapsrcbarrelball.bsp" "c:gamessteamsteamappstheevilqubehalf-life 2 deathmatchhl2mpmapsbarrelball.bsp"
Posted by Bobv on Mon Jan 10th at 2:54am 2005
Posted by Orpheus on Mon Jan 10th at 3:02am 2005
i wish i could help bud, really i do. that is the most unique way of showing us the problem i have seen in all my years here.
i still think its your card though.. have you got a decent one? and the newest drivers?
[addsig]Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Posted by rs6 on Mon Jan 10th at 3:07am 2005
the 2nd one: definitely looks liek you used a model texture. Try changeing the texture. [addsig]
rs6
member
640 posts
94 snarkmarks
Registered: Dec 31st 2004
Location: New Jersey, USA

Occupation: koledge
Posted by Bobv on Mon Jan 10th at 3:13am 2005
i still think its your card though.. have you got a decent one? and the newest drivers?
It's not the best, but yes i'd say i have a decent one (nvidia geforce 6600 GT 128mb) with the latest driver.
the 2nd one: definitely looks liek you used a model texture. Try changeing the texture.
1) explain what's a cubemap please (^_^)
2) ok i'll try that
Posted by Orpheus on Mon Jan 10th at 3:20am 2005
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Posted by Bobv on Mon Jan 10th at 3:23am 2005
Thank you, everyone
Posted by Orpheus on Mon Jan 10th at 3:26am 2005
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Posted by Bobv on Mon Jan 10th at 3:32am 2005
no, i was just sure that it wasnt a model texture
its more like the map of
1) Me learning mapping.
2) Throwing barrels at each other.
and yeah... i did mean horrible heh
Posted by Orpheus on Mon Jan 10th at 3:48am 2005
LOL.. you're gonna fit in nicely ![]()
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Snarkpit v6.1.0 created this page in 0.0092 seconds.

