fullbright

fullbright

Re: fullbright Posted by johnjon on Sat Dec 20th 2003 at 7:56pm
johnjon
6 posts
Posted 2003-12-20 7:56pm
johnjon
member
6 posts 1 snarkmarks Registered: Sep 2nd 2003 Occupation: Student Location: Indiana/Ohio
Can someone tell me why this little map won't compile correctly, lighting wise? I can't get it to not go fullbright. I've checked for leaks and Hammer says there are no errors. Thanks!

http://people.cedarville.edu/student/arflenar/dumb.rmf
Re: fullbright Posted by Dr Brasso on Sat Dec 20th 2003 at 8:08pm
Dr Brasso
1878 posts
Posted 2003-12-20 8:08pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
post your compile log please....itll save time and headache... :heee:

doc B... :dodgy:
Re: fullbright Posted by Dr Brasso on Sat Dec 20th 2003 at 8:20pm
Dr Brasso
1878 posts
Posted 2003-12-20 8:20pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
hmm....it compiled in about 20 seconds just fine for me....

Doc Brass... :dodgy:
Re: fullbright Posted by johnjon on Sat Dec 20th 2003 at 8:21pm
johnjon
6 posts
Posted 2003-12-20 8:21pm
johnjon
member
6 posts 1 snarkmarks Registered: Sep 2nd 2003 Occupation: Student Location: Indiana/Ohio
Okay, I looked through the log (sorry, I didn't think of that before) and it said I did have a leak. But I don't know how to find it.
Re: fullbright Posted by Campaignjunkie on Sat Dec 20th 2003 at 8:23pm
Campaignjunkie
1309 posts
Posted 2003-12-20 8:23pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
  • Make sure you're using Zoner's tools at the very least. The original tools are kind of unstable.
  • Make sure "hlrad.exe" is running for your compile.
  • Make sure you have lights in your level in the first place. If there aren't any lights, RAD by default just full-brights the thing.
EDIT: Oh, erm, okay. Well, uh, just remember those things if RAD still doesn't work after the leak. :sailor:
Re: fullbright Posted by Forceflow on Sat Dec 20th 2003 at 8:25pm
Forceflow
2420 posts
Posted 2003-12-20 8:25pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Just post your log, otherwise we will not be able to help you.

This is a tutorial about leaks & how to find those 'lil bastards: http://www.snarkpit.com/editing.php?page=tutorials&id=3
Re: fullbright Posted by Wild Card on Sat Dec 20th 2003 at 8:29pm
Wild Card
2321 posts
Posted 2003-12-20 8:29pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
If you map is simple, look for a giant hole into the void.

Also, you cant have brush based entities seperating your map and the void as the engine sees right through it.

Finaly, load the map in the console and type pointfile 1. Follow the line of dots to your leak
Re: fullbright Posted by Tracer Bullet on Sun Dec 21st 2003 at 8:04am
Tracer Bullet
2271 posts
Posted 2003-12-21 8:04am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
You have not got a leak. I compiled that sucker sucessfully without changing it. I expect your complie tools are screwing up somehow.
Re: fullbright Posted by Forceflow on Sun Dec 21st 2003 at 11:55am
Forceflow
2420 posts
Posted 2003-12-21 11:55am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Re: fullbright Posted by fishy on Sun Dec 21st 2003 at 4:00pm
fishy
2623 posts
Posted 2003-12-21 4:00pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
i compiled it with no problems too.

if your getting a fullbright map when you compile, it can only be that you have your compile proccess set up wrong somehow.
Re: fullbright Posted by Wild Card on Sun Dec 21st 2003 at 4:28pm
Wild Card
2321 posts
Posted 2003-12-21 4:28pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Are you using Zoners? And are you compiling from VHE itself (please say no...) Use HLCC or some other compiler.

Havent actually looked at the map so thats the best I can tell ya.
Re: fullbright Posted by KungFuSquirrel on Sun Dec 21st 2003 at 4:52pm
KungFuSquirrel
751 posts
Posted 2003-12-21 4:52pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Are you using Zoners? And are you compiling from VHE itself (please say no...) Use HLCC or some other compiler.
The tools make the difference in behavior, not the front-end. Using Hammer vs. any other compile front-end won't change a thing.
Re: fullbright Posted by Hornpipe2 on Sun Dec 21st 2003 at 6:54pm
Hornpipe2
636 posts
Posted 2003-12-21 6:54pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Are you running the compile tools in this order?

HLCSG

HLBSP

HLVIS

HLRAD

Also, you're not closing them if Windows for some reason reports them as "not responding", are you? Maps can take quite a while to compile.
Re: fullbright Posted by Forceflow on Sun Dec 21st 2003 at 7:13pm
Forceflow
2420 posts
Posted 2003-12-21 7:13pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
@ Hornpipe2: but several forum members have compiled it ... took about 20 secs for Brasso, for example.
Re: fullbright Posted by Gorbachev on Mon Dec 22nd 2003 at 12:19am
Gorbachev
1569 posts
Posted 2003-12-22 12:19am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
KungFuSquirrel said:
Are you using Zoners? And are you compiling from VHE itself (please say no...) Use HLCC or some other compiler.
The tools make the difference in behavior, not the front-end. Using Hammer vs. any other compile front-end won't change a thing.
Well, except for the beautiful Hammer isn't responding trick. (Just as a note for those who aren't aware, it IS still working except Windows thinks it isn't.)
Re: fullbright Posted by Wild Card on Mon Dec 22nd 2003 at 4:01pm
Wild Card
2321 posts
Posted 2003-12-22 4:01pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Well, if it isnt working for him, but for everybody else... So then its not the map, dosent matter if compiled in VHE or HLCC or other compiler, then maybe a set of corrupted tools? :confused:
Re: fullbright Posted by matt on Mon Dec 22nd 2003 at 5:09pm
matt
1100 posts
Posted 2003-12-22 5:09pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
took like 3hours to compile on my pc but i had no problems
Re: fullbright Posted by Dr Brasso on Mon Dec 22nd 2003 at 7:16pm
Dr Brasso
1878 posts
Posted 2003-12-22 7:16pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
3 hours??.....wow!!! :jawdrop: what are you running for a system there matt?.....man o man o man.....20 seconds here...

btw, has anyone bothered to try and walk thru this after the compile?....i checked it all out as far as parts needed to play, etc....i tried, and i couldnt get it to come up on any game screen to play....hmm :wtf:

Doc Brass... :dodgy:
Re: fullbright Posted by Tracer Bullet on Mon Dec 22nd 2003 at 8:16pm
Tracer Bullet
2271 posts
Posted 2003-12-22 8:16pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Thre hours!? it took me 34 sec and I have a crapy old 1ghz pIII

I actualy havn't been able to load it either. it gives me this wierd "cannot find model..." error, but there are no models in the map! I think this is just my problem though, as I had the same error come up when I tried to load campaignjunkies map.
Re: fullbright Posted by Hornpipe2 on Mon Dec 22nd 2003 at 9:49pm
Hornpipe2
636 posts
Posted 2003-12-22 9:49pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Forceflow said:
@ Hornpipe2: but several forum members have compiled it ... took about 20 secs for Brasso, for example.
He still might panic and close it though. I've seen it happen, especially if it starts to slow your computer down.
Re: fullbright Posted by asterix_vader on Mon Dec 22nd 2003 at 9:59pm
asterix_vader
494 posts
Posted 2003-12-22 9:59pm
494 posts 49 snarkmarks Registered: Aug 29th 2003 Occupation: Trying to find one Location: Peru
** Executing...
** Command: Change Directory
** Parameters: "C:\Sierra\Half-Life"

** Executing...
** Command: C:\ARCHIV~1\VALVEH~1\tools\qcsg.exe
** Parameters: "c:\documents and settings\cabina 09\escritorio\dumb"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\documents and settings\cabina 09\escritorio\dumb.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \sierra\half-life\valve\halflife.wad
0 seconds elapsed

** Executing...
** Command: C:\ARCHIV~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "c:\documents and settings\cabina 09\escritorio\dumb"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
writing c:\documents and settings\cabina 09\escritorio\dumb.prt
2 seconds elapsed

** Executing...
** Command: C:\ARCHIV~1\VALVEH~1\tools\vis.exe
** Parameters: "c:\documents and settings\cabina 09\escritorio\dumb"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)
63 portalleafs
167 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (1)
average leafs visible: 56
visdatasize:505 compressed from 504
1.0 seconds elapsed

** Executing...
** Command: C:\ARCHIV~1\VALVEH~1\tools\qrad.exe
** Parameters: "c:\documents and settings\cabina 09\escritorio\dumb"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'C:\ARCHIV~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\ARCHIV~1\VALVEH~1\tools\lights.rad']

450 faces
66854 square feet [9626994.00 square inches]
3306 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (6)
visibility matrix: 0.7 megs
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (19)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (7)
transfer lists: 20.8 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (5)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(1519, 1519, 762)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (1)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( 0.8%)
planes 518/32767 10360/655340 ( 1.6%)
vertexes 560/65535 6720/786420 ( 0.9%)
nodes 147/32767 3528/786408 ( 0.4%)
texinfos 18/8192 720/327680 ( 0.2%)
faces 450/65535 9000/1310700 ( 0.7%)
clipnodes 536/32767 4288/262136 ( 1.6%)
leaves 76/8192 2128/229376 ( 0.9%)
marksurfaces 547/65535 1094/131070 ( 0.8%)
surfedges 2027/512000 8108/2048000 ( 0.4%)
edges 1020/256000 4080/1024000 ( 0.4%)
texdata [variable] 92/2097152 ( 0.0%)
lightdata [variable] 140850/2097152 ( 6.7%)
visdata [variable] 505/2097152 ( 0.0%)
entdata [variable] 461/131072 ( 0.4%)

Total BSP file data space used: 192126 bytes

38 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\cabina 09\escritorio\dumb.bsp" "C:\Sierra\Half-Life\valve\maps\dumb.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\cabina 09\escritorio\dumb.pts" "C:\Sierra\Half-Life\valve\maps\dumb.pts"
Re: fullbright Posted by Dr Brasso on Tue Dec 23rd 2003 at 3:29am
Dr Brasso
1878 posts
Posted 2003-12-23 3:29am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
mr vader, you should seriously contemplate using zoners tools instead of the stock Hammer tools.....big, big difference....

Doc B... :dodgy:
Re: fullbright Posted by fishy on Tue Dec 23rd 2003 at 5:15am
fishy
2623 posts
Posted 2003-12-23 5:15am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
i compiled it as a tfc map, and it played fine. not the funnest box in the world, but it loaded.
Re: fullbright Posted by Hornpipe2 on Tue Dec 23rd 2003 at 5:31am
Hornpipe2
636 posts
Posted 2003-12-23 5:31am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
I forgot the old Q tools showed you all that data about maximums for stuff, it would be nice if Zoner's showed you the same (though I supposed some of the stuff is no longer valid, like the planes limit or the patches limit or whatever)
Re: fullbright Posted by wil5on on Tue Dec 23rd 2003 at 6:17am
wil5on
1733 posts
Posted 2003-12-23 6:17am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Zoner's has a commmand line option to print the data. Forgot what its called though.
Re: fullbright Posted by Wild Card on Tue Dec 23rd 2003 at 6:38am
Wild Card
2321 posts
Posted 2003-12-23 6:38am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Tracer Bullet said:
Thre hours!? it took me 34 sec and I have a crapy old 1ghz pIII
Thats a helluva better PC than I have. I wouldnt call it crappy.. mumbles :biggrin:
Re: fullbright Posted by Campaignjunkie on Tue Dec 23rd 2003 at 7:23am
Campaignjunkie
1309 posts
Posted 2003-12-23 7:23am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Hornpipe2 said:
I forgot the old Q tools showed you all that data about maximums for stuff, it would be nice if Zoner's showed you the same (though I supposed some of the stuff is no longer valid, like the planes limit or the patches limit or whatever)
"-chart" on any of the compile tools.

I find "-estimate" is also useful, as you can see how far along the process you are in (though the time estimate it gives is pretty hokey).
Re: fullbright Posted by LAzerMANiac on Tue Dec 23rd 2003 at 8:26pm
LAzerMANiac
204 posts
Posted 2003-12-23 8:26pm
204 posts 100 snarkmarks Registered: Sep 30th 2003 Occupation: A student/mapper for Xen Rebels Location: Fremont, CA
Make sure you run RAD and VIS.
Re: fullbright Posted by Gorbachev on Wed Dec 24th 2003 at 7:53am
Gorbachev
1569 posts
Posted 2003-12-24 7:53am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
No problems here. Takes longer than it should to compile though...think about better brushwork and textured lighting as opposed to entity light like that. light_environment with sky textured brushes are also nice. Think of optimization...even that little chunk jutting out in the middle could be made with a single brush.

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlcsg.exe"-wadinclude gorbachev.wad -wadinclude Blaz_DodWad.wad -wadinclude kpur.wad -wadinclude Blazurban.wad -chart -estimate "C:\Documents and Settings\******\My Documents\New Folder\dumb.map"
Entering C:\Documents and Settings\******\My Documents\New Folder\dumb.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[gorbachev.wad]
[Blaz_DodWad.wad]
[kpur.wad]
[Blazurban.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.17 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0%)
planes 488/32767 9760/655340 ( 1.5%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 18/32767 720/1310680 ( 0.1%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/4194304 ( 0.0%)
lightdata [variable] 0/4194304 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced

Total BSP file data space used: 10480 bytes

Using Wadfile: \sierra\half-life\dod\hlbasics.wad
- Contains 0 used textures, 0.00 percent of map (21 textures in wad)
Including Wadfile: \documents and settings\******\my documents\triforce projects\textures\g_textures\gorbachev.wad
- Warning: Larger than expected texture (348972 bytes): 'G_FLOWERS01'
- Warning: Larger than expected texture (348972 bytes): 'G_SAND020'
- Warning: Larger than expected texture (348972 bytes): 'G_SAND020Y'
- Warning: Larger than expected texture (348972 bytes): 'G_SAND020YGR'
- Contains 0 used textures, 0.00 percent of map (62 textures in wad)
Including Wadfile: \documents and settings\******\my documents\downloads\blaz_dodwad\blaz_dodwad.wad
- Contains 0 used textures, 0.00 percent of map (167 textures in wad)
Including Wadfile: \documents and settings\******\my documents\downloads\azurban\blazurban.wad
- Contains 0 used textures, 0.00 percent of map (72 textures in wad)
Including Wadfile: \documents and settings\******\my documents\downloads\ur\kpur.wad
- Contains 0 used textures, 0.00 percent of map (220 textures in wad)
Using Wadfile: \sierra\half-life\dod\dod_anzio.wad
- Contains 0 used textures, 0.00 percent of map (133 textures in wad)
Using Wadfile: \sierra\half-life\dod\dod_charlie.wad
- Contains 0 used textures, 0.00 percent of map (50 textures in wad)
Using Wadfile: \sierra\half-life\dod\dod_forest.wad
- Contains 0 used textures, 0.00 percent of map (71 textures in wad)
Using Wadfile: \sierra\half-life\dod\dod_donner.wad
- Contains 0 used textures, 0.00 percent of map (124 textures in wad)
Using Wadfile: \sierra\half-life\dod\dod_zalec.wad
- Contains 0 used textures, 0.00 percent of map (75 textures in wad)
Using Wadfile: \sierra\half-life\dod\dod_jagd.wad
- Contains 0 used textures, 0.00 percent of map (111 textures in wad)

Warning: More than 8 wadfiles are in use. (11)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

Warning: ::FindTexture() texture OUT_W5 not found!
Warning: ::FindTexture() texture {LADDER1 not found!
Warning: ::LoadLump() texture OUT_W5 not found!
Warning: ::LoadLump() texture {LADDER1 not found!
Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.27 seconds elapsed

----- END hlcsg -----

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlbsp.exe"-chart -estimate "C:\Documents and Settings\******\My Documents\New Folder\dumb.map"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:\Documents and Settings\******\My Documents\New Folder\dumb.prt'

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( 0.8%)
planes 488/32767 9760/655340 ( 1.5%)
vertexes 560/65535 6720/786420 ( 0.9%)
nodes 147/32767 3528/786408 ( 0.4%)
texinfos 18/32767 720/1310680 ( 0.1%)
faces 450/65535 9000/1310700 ( 0.7%)
clipnodes 480/32767 3840/262136 ( 1.5%)
leaves 76/8192 2128/229376 ( 0.9%)
marksurfaces 547/65535 1094/131070 ( 0.8%)
surfedges 2027/512000 8108/2048000 ( 0.4%)
edges 1020/256000 4080/1024000 ( 0.4%)
texdata [variable] 12/4194304 ( 0.0%)
lightdata [variable] 0/4194304 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 817/524288 ( 0.2%)
2 textures referenced

Total BSP file data space used: 49999 bytes

0.31 seconds elapsed

----- END hlbsp -----

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlvis.exe"-fast -chart -estimate "C:\Documents and Settings\******\My Documents\New Folder\dumb.map"
63 portalleafs
167 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.02 seconds)
average leafs visible: 58
g_visdatasize:505 compressed from 504

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( 0.8%)
planes 488/32767 9760/655340 ( 1.5%)
vertexes 560/65535 6720/786420 ( 0.9%)
nodes 147/32767 3528/786408 ( 0.4%)
texinfos 18/32767 720/1310680 ( 0.1%)
faces 450/65535 9000/1310700 ( 0.7%)
clipnodes 480/32767 3840/262136 ( 1.5%)
leaves 76/8192 2128/229376 ( 0.9%)
marksurfaces 547/65535 1094/131070 ( 0.8%)
surfedges 2027/512000 8108/2048000 ( 0.4%)
edges 1020/256000 4080/1024000 ( 0.4%)
texdata [variable]
Re: fullbright Posted by johnjon on Fri Dec 26th 2003 at 4:47am
johnjon
6 posts
Posted 2003-12-26 4:47am
johnjon
member
6 posts 1 snarkmarks Registered: Sep 2nd 2003 Occupation: Student Location: Indiana/Ohio
Sorry it took so long to respond, guys, but I do appreciate the quick and plentiful responses. So here's my log. I still don't know what the deal is.

___________________________

** Executing...
** Command: Change Directory
** Parameters: "C:\SIERRA\Half-Life"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\compile\dumb"
hlcsg v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe "c:\program files\valve hammer editor\compile\dumb"
-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Wadinclude list :
[zhlt.wad]


entering c:\program files\valve hammer editor\compile\dumb.map
CreateBrush:
10%...30%...40%...50%...60%...80%...90%... (0.33 seconds)
SetModelCenters:
50%... (0.05 seconds)
CSGBrush:
20%...30%...40%...50%...70%...80%...90%... (0.73 seconds)
Using WAD File: \sierra\half-life\valve\halflife.wad
added 2 additional animating textures.
Texture usage is at 0.09 mb (of 4.00 mb MAX)
1.17 seconds elapsed
----- END hlcsg -----


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\compile\dumb"
hlbsp v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe "c:\program files\valve hammer editor\compile\dumb"
-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
leakonly [ off ] [ off ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'c:\program files\valve hammer editor\compile\dumb.prt'
1.13 seconds elapsed
----- END hlbsp -----


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\compile\dumb" -full
hlvis v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe "c:\program files\valve hammer editor\compile\dumb"-full
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ on ] [ off ]


101 portalleafs
254 numportals
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.11 seconds)
average leafs visible: 64
g_visdatasize:1443 compressed from 1313
3.23 seconds elapsed
----- END hlvis -----


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe
** Parameters: "c:\program files\valve hammer editor\compile\dumb" -full
Unknown option "-full"
hlrad v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
zoner@gearboxsoftware.com)
-= hlrad Options =-
-sparse : Enable low memory vismatrix algorithm
-nomatrix : Disable usage of vismatrix entirely
-extra # : Set direct lighting oversampling (1, 3, 5, 7, etc)
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-maxlight # : Set maximum light intensity value
-circus : Enable 'circus' mode for locating unlit lightmaps
-smooth # : Set smoothing threshold for blending (in degrees)
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces
-notexscale # : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead
-fade # : Set global fade (larger values = shorter lights)
-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale # : Set global light scaling value
-gamma # : Set global gamma value
-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file
-dump : Dumps light patches to a file for hlrad debugging info
-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message
mapfile : The mapfile to compile


** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\compile\dumb.bsp" "C:\SIERRA\Half-Life\valve\maps\dumb.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\compile\dumb.pts" "C:\SIERRA\Half-Life\valve\maps\dumb.pts"


** Executing...
** Command: C:\SIERRA\HALF-L~1\hl.exe
** Parameters: +map "dumb" -dev -console
Re: fullbright Posted by Cash Car Star on Fri Dec 26th 2003 at 6:17am
Cash Car Star
1260 posts
Posted 2003-12-26 6:17am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Hmmm, haven't read through the whole thread, but pull that "-full" out of the hlrad pathline. There's no parameter called full for it. So instead of running and lighting your map, hlrad took the time to tell you which parameters do exist. Not very intuitive imo, but it is how it is. I'm fairly certain eliminating that will let hlrad run correctly and therefore light your map.
Re: fullbright Posted by johnjon on Fri Dec 26th 2003 at 7:35am
johnjon
6 posts
Posted 2003-12-26 7:35am
johnjon
member
6 posts 1 snarkmarks Registered: Sep 2nd 2003 Occupation: Student Location: Indiana/Ohio
Hey, Cash Car, thanks a lot. That -full was screwing up the compile. Thanks again for all the help, guys!
Re: fullbright Posted by Hornpipe2 on Fri Dec 26th 2003 at 7:45pm
Hornpipe2
636 posts
Posted 2003-12-26 7:45pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Your tools are also somewhat out of date. Do a search for version 2.5.3 (or just go to http://collective.valve-erc.com and check the top downloads area) and update your tools. New versions usually come with lots of bugfixes and features so it's a good idea to upgrade.

EDIT: Here, http://collective.valve-erc.com/index.php?go=mhlt