lighting problems
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Quote
Re: lighting problems
Posted by deadlegend on Tue Jan 16th at 4:05am 2007


ok I have been trying to fix a lighting problem i have, i have a point_spotlight and light_spot. {i have also tryed dynamic_light} ,but when i complie map they dont work heres screen shot

http://img.photobucket.com/albums/v606/red11392/gg_underpass30002.jpg


here are the two entites....... if they help any at all?

image


image

this has been pissing me off all day.....

ty for all the help.




|*{im a noob at life simply ut}*|



Quote
Re: lighting problems
Posted by Stadric on Tue Jan 16th at 4:17am 2007


The spotlight's on, right?
As for the spot, try increasing the maximum distance.



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



Quote
Re: lighting problems
Posted by Captain P on Tue Jan 16th at 8:38am 2007


And make sure your compile goes well so you're not running the old version. Sounds stupid, but it happened to me a few times so you never know... <img src=" SRC="images/smiles/icon_smile.gif">

What's the direction of the spot_light, and what's it's brightness?






Quote
Re: lighting problems
Posted by reaper47 on Tue Jan 16th at 10:48am 2007


Make sure the entities do not intersect with the (light blocking) prop_static. Place them a few units underneath the model until they show up.

Do not mess with the standard settings of the spotlight entities. Eventually delete them and place new ones with only basic brightness and color settings changes (light_spots can be quite bright like "250 250 255 1000"). High values (10000+) for "constant" increase the spotlight's distance the best, but only do that if the standard values don't work.






Quote
Re: lighting problems
Posted by deadlegend on Tue Jan 16th at 8:09pm 2007


I ran it on fast cause im jut testing it. I also know I have two other problems
"make_triangles:calc_triangle_representation: Cannot convert"
"WARNING: Cluster portals saw into cluster"

I looked those up on the interlopers compile log thingy ,and it said its ok to keep thoes they dont do any thing really bad.

** Executing...
** Command: "c:program filesvalvesteamsteamappsred11392sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsred11392counter-strike sourcecstrike" "c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsred11392counter-strike sourcecstrikematerials
Loading c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 222 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (140922 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 291 texinfos to 203
Reduced 62 texdatas to 52 (2850 bytes to 2442)
Writing c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.bsp
7 seconds elapsed
-0.700922 -0.341757 0.000000
-0.645139 0.393352 0.000000
-0.700922 0.393352 0.000000
-0.700922 -0.392557 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:program filesvalvesteamsteamappsred11392sourcesdkbinvvis.exe"
** Parameters: -fast -game "c:program filesvalvesteamsteamappsred11392counter-strike sourcecstrike" "c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.bsp
reading c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.prt
423 portalclusters
1619 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 161 visible clusters (0.00%)
Total clusters visible: 176501
Average clusters visible: 417
Building PAS...
Average clusters audible: 423
visdatasize:48193 compressed from 47376
writing c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsred11392sourcesdkbinvrad.exe"
** Parameters: -bounce 2 -noextra -game "c:program filesvalvesteamsteamappsred11392counter-strike sourcecstrike" "c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.bsp
1146 faces
185851 square feet [26762604.00 square inches]
6 displacements
5618 square feet [809113.88 square inches]
1146 patches before subdivision
22251 patches after subdivision
30 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (19)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (88)
transfers 1987491, max 416
transfer lists: 15.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(28988, 24672, 22850)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4597, 3686, 3220)
Build Patch/Sample Hash Table(s).....Done<0.0496 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 386/8192 4632/98304 ( 4.7%)
brushsides 5437/65536 43496/524288 ( 8.3%)
planes 6760/65536 135200/1310720 (10.3%)
vertexes 3507/65536 42084/786432 ( 5.4%)
nodes 746/65536 23872/2097152 ( 1.1%)
texinfos 203/12288 14616/884736 ( 1.7%)
texdata 52/2048 1664/65536 ( 2.5%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 13668/0 13668/0 ( 0.0%)
faces 1146/65536 64176/3670016 ( 1.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 882/65536 49392/3670016 ( 1.3%)
leaves 754/65536 24128/2097152 ( 1.2%)
leaffaces 1701/65536 3402/131072 ( 2.6%)
leafbrushes 928/65536 1856/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9059/512000 36236/2048000 ( 1.8%)
edges 5848/256000 23392/1024000 ( 2.3%)
LDR worldlights 30/8192 2640/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 294/32768 2940/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5127/65536 10254/131072 ( 7.8%)
cubemapsamples 25/1024 400/16384 ( 2.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1888360/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 48193/16777216 ( 0.3%)
entdata [variable] 75490/393216 (19.2%)
LDR leaf ambient 754/65536 18096/1572864 ( 1.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/19012 ( 0.0%)
pakfile [variable] 275068/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 140922/4194304 ( 3.4%)
==== Total Win32 BSP file data space used: 2956843 bytes ====

Total triangle count: 3265
Writing c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.bsp
1 minute, 50 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.bsp" "c:program filesvalvesteamsteamappsred11392counter-strike sourcecstrikemapsgg_underpass3.bsp"


** Executing...
** Command: "c:program filesvalvesteamsteamappsred11392sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsred11392counter-strike sourcecstrike" "c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsred11392counter-strike sourcecstrikematerials
Loading c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.vmf
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 222 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (140922 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 291 texinfos to 203
Reduced 62 texdatas to 52 (2850 bytes to 2442)
Writing c:program filesvalvesteamsteamappsred11392sourcesdk_contentcstrikemapsrcgg_underpass3.bsp
6 seconds elapsed
-0.700922 -0.341757 0.000000
-0.645139 0.393352 0.000000
-0.700922 0.393352 0.000000
-0.700922 -0.392557 0.000000
make_triangles:calc_triangle_representation: Cannot convert




|*{im a noob at life simply ut}*|



Quote
Re: lighting problems
Posted by Dark_Kilauea on Tue Jan 16th at 10:42pm 2007


The Quadratic flag can only be a 1 or a 0. And linear must be the opposite. So if quadratic is 1, linear must be 0 and vice versa.


Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/




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