light bounce

light bounce

Re: light bounce Posted by Ultra_extreme on Mon Nov 29th 2004 at 12:46pm
Ultra_extreme
10 posts
Posted 2004-11-29 12:46pm
10 posts 1 snarkmarks Registered: Nov 28th 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 Files\Steam\SteamApps\ultra_extreme\Half-life 2"

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\ultra_extreme\half-life 2\hl2\maps\duelb.vmf" "C:\Program Files\Steam\SteamApps\ultra_extreme\half-life 2\hl2\maps\duelb.vmf"

** Executing...
** Command: "C:\Program Files\Steam\SteamApps\ultra_extreme\sourcesdk\bin\vbsp.exe"
** Parameters: "C:\Program Files\Steam\SteamApps\ultra_extreme\half-life 2\hl2\maps\duelb"

Valve Software - vbsp.exe (Nov 4 2004)
2 threads
materialPath: C:\Program Files\Steam\SteamApps\ultra_extreme\half-life 2\materials
Loading C:\Program Files\Steam\SteamApps\ultra_extreme\half-life 2\hl2\maps\duelb.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 Files\Steam\SteamApps\ultra_extreme\half-life 2\hl2\maps\duelb.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 Files\Steam\SteamApps\ultra_extreme\half-life 2\hl2\maps\duelb.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "C:\Program Files\Steam\SteamApps\ultra_extreme\sourcesdk\bin\vvis.exe"
** Parameters: -fast "C:\Program Files\Steam\SteamApps\ultra_extreme\half-life 2\hl2\maps\duelb"

Valve Software - vvis.exe (Nov 4 2004)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\ultra_extreme\half-life 2\hl2\maps\duelb.bsp
reading c:\program files\steam\steamapps\ultra_extreme\half-life 2\hl2\maps\duelb.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 files\steam\steamapps\ultra_extreme\half-life 2\hl2\maps\duelb.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files\Steam\SteamApps\ultra_extreme\sourcesdk\bin\vrad.exe"
** Parameters: "C:\Program Files\Steam\SteamApps\ultra_extreme\half-life 2\hl2\maps\duelb"

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 files\steam\steamapps\ultra_extreme\half-life 2\hl2\maps\duelb.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...
Re: light bounce Posted by Night-Wolf on Mon Nov 29th 2004 at 12:59pm
Night-Wolf
100 posts
Posted 2004-11-29 12:59pm
100 posts 20 snarkmarks Registered: Nov 23rd 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!
Re: light bounce Posted by ReNo on Mon Nov 29th 2004 at 2:43pm
ReNo
5457 posts
Posted 2004-11-29 2:43pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Yup correct, just use the -bounce parameter with RAD. I can't believe
you are using 100 :lol: 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.
Re: light bounce Posted by Ultra_extreme on Mon Nov 29th 2004 at 2:51pm
Ultra_extreme
10 posts
Posted 2004-11-29 2:51pm
10 posts 1 snarkmarks Registered: Nov 28th 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??
Re: light bounce Posted by ReNo on Mon Nov 29th 2004 at 2:52pm
ReNo
5457 posts
Posted 2004-11-29 2:52pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
Re: light bounce Posted by Ultra_extreme on Mon Nov 29th 2004 at 2:59pm
Ultra_extreme
10 posts
Posted 2004-11-29 2:59pm
10 posts 1 snarkmarks Registered: Nov 28th 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 Files\Steam\SteamApps\ultra_extreme\sourcesdk\bin\vrad.exe
** Parameters: -bounce 6

Valve Software - vrad.exe (Nov 4 2004)
----- Radiosity Simulator ----
Command line: "C:\Program Files\Steam\SteamApps\ultra_extreme\sourcesdk\bin\vrad.exe" "-bounce" "6"

usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test

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 : 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).
Re: light bounce Posted by KungFuSquirrel on Mon Nov 29th 2004 at 3:07pm
KungFuSquirrel
751 posts
Posted 2004-11-29 3:07pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Did you add those quotes manually? The command line should read:

"C:\Program Files\Steam\SteamApps\ultra_extreme\sourcesdk\bin\vrad.exe" -bounce 6

It's giving you the list of commands due to taking what it saw as an invalid parameter.
Re: light bounce Posted by Ultra_extreme on Mon Nov 29th 2004 at 3:15pm
Ultra_extreme
10 posts
Posted 2004-11-29 3:15pm
10 posts 1 snarkmarks Registered: Nov 28th 2004
nah it adds the quotes itself
Re: light bounce Posted by ReNo on Mon Nov 29th 2004 at 3:17pm
ReNo
5457 posts
Posted 2004-11-29 3:17pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I posted this on another forum but it might help you out too...
<span class="postbody">
I'm compiling through the expert tab. Here are my hammer settings.
Obviously just make sure the paths match your computer instead of mine User posted image

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:\Valve\Steam\SteamApps\reno84\counter-strike source

Game Directory: c:\valve\steam\steamapps\reno84\sourcesdk\cstrike_sample_content

Hammer Map Directory: C:\Valve\Steam\SteamApps\reno84\sourcesdk\cstrike_sample_content\maps

BUILD PROGRAMS

Game Executable: C:\Valve\Steam\SteamApps\reno84\counter-strike source\hl2.exe

BSP: c:\valve\steam\steamapps\reno84\sourcesdk\bin\vbsp.exe

VIS: c:\valve\steam\steamapps\reno84\sourcesdk\bin\vvis.exe

RAD: c:\valve\steam\steamapps\reno84\sourcesdk\bin\vrad.exe

Place Compiled... :C:\Valve\Steam\SteamApps\reno84\counter-strike source\cstrike\maps

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
</span>
Re: light bounce Posted by Night-Wolf on Mon Nov 29th 2004 at 4:08pm
Night-Wolf
100 posts
Posted 2004-11-29 4:08pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
I was unsure of exactly where to put the -bounce command too so im presuming you can change the

RAD: c:\valve\steam\steamapps\******\sourcesdk\bin\vrad.exe to

RAD: c:\valve\steam\steamapps\******\sourcesdk\bin\vrad.exe -bounce 3

in the program setup bit?

Edit also the reason its 100 is maybe? - (bounce # : Set max number of bounces (default: 100).)
Re: light bounce Posted by ReNo on Mon Nov 29th 2004 at 4:14pm
ReNo
5457 posts
Posted 2004-11-29 4:14pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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...
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 :confused:
Re: light bounce Posted by Night-Wolf on Mon Nov 29th 2004 at 4:15pm
Night-Wolf
100 posts
Posted 2004-11-29 4:15pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
Ok Reno ill have a looksie.
Re: light bounce Posted by Raeth on Mon Nov 29th 2004 at 4:35pm
Raeth
62 posts
Posted 2004-11-29 4:35pm
Raeth
member
62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
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.
Re: light bounce Posted by Night-Wolf on Mon Nov 29th 2004 at 4:53pm
Night-Wolf
100 posts
Posted 2004-11-29 4:53pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting Raeth</DIV>
<DIV class=quotetext>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.
</DIV></DIV>
You may be right, I used to get 10 now its about 8. Dunno what sets it up or why!?
Re: light bounce Posted by Ultra_extreme on Mon Nov 29th 2004 at 5:13pm
Ultra_extreme
10 posts
Posted 2004-11-29 5:13pm
10 posts 1 snarkmarks Registered: Nov 28th 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
Re: light bounce Posted by 9centwhore on Tue Nov 30th 2004 at 9:08am
9centwhore
20 posts
Posted 2004-11-30 9:08am
20 posts 232 snarkmarks Registered: Nov 29th 2004 Occupation: International Man of Mystery Location: NZ
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 :smile: