full bright map?

full bright map?

Re: full bright map? Posted by DrGlass on Mon Dec 13th 2004 at 3:07am
DrGlass
1825 posts
Posted 2004-12-13 3:07am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I read that the texture lights dont work, so I tryed to add a
light_spot to my map and alas I still dont have any light in my
map. while its not a big deal right now for I am only testing my
maps, I'd like to fix this problem, any ideas? I have placed
light_env and light_spot in my map and I am 99% sure the VIS and RAD
files are working fine, I'm not getting any errors (I will double
check) in my log either...

thanks =)

EDIT: just built a room with a point light and spot light, compiled, played (in HL2:DM) and it set to fullbright...

** Executing...

** Command: Change Directory

** Parameters: "e:\games\steam\steamapps\wereami0@hotmail.com\sourcesdk"

** Executing...

** Command: Copy File

** Parameters: "D:\Maps\My tuts\Doors\Door_rot_tut.vmf"
"E:\Games\Steam\SteamApps\wereami0@hotmail.com\half-life 2
deathmatch\hl2mp\maps\Door_rot_tut.vmf"

** Executing...

** Command: "e:\games\steam\steamapps\wereami0@hotmail.com\sourcesdk\bin\vbsp.exe"

** Parameters: -game
"e:\games\steam\steamapps\wereami0@hotmail.com\sourcesdk\hl2mp_sample_content"
"E:\Games\Steam\SteamApps\wereami0@hotmail.com\half-life 2
deathmatch\hl2mp\maps\Door_rot_tut"

Valve Software - vbsp.exe (Nov 22 2004)

1 threads

materialPath: e:\games\steam\steamapps\wereami0@hotmail.com\sourcesdk\hl2mp_sample_content\materials

Loading E:\Games\Steam\SteamApps\wereami0@hotmail.com\half-life 2 deathmatch\hl2mp\maps\Door_rot_tut.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 E:\Games\Steam\SteamApps\wereami0@hotmail.com\half-life 2 deathmatch\hl2mp\maps\Door_rot_tut.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 (1) (8301 bytes)

Building Physics collision data...

done (0) (8301 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing E:\Games\Steam\SteamApps\wereami0@hotmail.com\half-life 2 deathmatch\hl2mp\maps\Door_rot_tut.bsp

2 seconds elapsed

Memory leak: mempool blocks left in memory: 49

** Executing...

** Command: "e:\games\steam\steamapps\wereami0@hotmail.com\sourcesdk\bin\vvis.exe"

** Parameters: -game
"e:\games\steam\steamapps\wereami0@hotmail.com\sourcesdk\hl2mp_sample_content"
-fast "E:\Games\Steam\SteamApps\wereami0@hotmail.com\half-life 2
deathmatch\hl2mp\maps\Door_rot_tut"

Valve Software - vvis.exe (Nov 22 2004)

fastvis = true

1 threads

reading e:\games\steam\steamapps\wereami0@hotmail.com\half-life 2 deathmatch\hl2mp\maps\Door_rot_tut.bsp

reading e:\games\steam\steamapps\wereami0@hotmail.com\half-life 2 deathmatch\hl2mp\maps\Door_rot_tut.prt

6 portalclusters

6 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)

Optimized: 0 visible clusters (0.00%)

Total clusters visible: 26

Average clusters visible: 4

Building PAS...

Average clusters audible: 4

visdatasize:64 compressed from 96

writing e:\games\steam\steamapps\wereami0@hotmail.com\half-life 2 deathmatch\hl2mp\maps\Door_rot_tut.bsp

0 seconds elapsed

** Executing...

** Command: "e:\games\steam\steamapps\wereami0@hotmail.com\sourcesdk\bin\vrad.exe"

** Parameters: -game
"e:\games\steam\steamapps\wereami0@hotmail.com\sourcesdk\hl2mp_sample_content"
-extra "E:\Games\Steam\SteamApps\wereami0@hotmail.com\half-life 2
deathmatch\hl2mp\maps\Door_rot_tut"

Valve Software - vrad.exe (Dec 1 2004)

----- Radiosity Simulator ----

Command line:
"e:\games\steam\steamapps\wereami0@hotmail.com\sourcesdk\bin\vrad.exe"
"-game"
"e:\games\steam\steamapps\wereami0@hotmail.com\sourcesdk\hl2mp_sample_content"
"-extra" "E:\Games\Steam\SteamApps\wereami0@hotmail.com\half-life 2
deathmatch\hl2mp\maps\Door_rot_tut"

usage : vrad [options...] bspfile

example: vrad c:\hl2\hl2\maps\test
Re: full bright map? Posted by 7dk2h4md720ih on Mon Dec 13th 2004 at 3:09am
7dk2h4md720ih
1976 posts
Posted 2004-12-13 3:09am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Post your log, as there might be things ommitted that people will spot rather than errors with big messages. :smile:
Re: full bright map? Posted by Orpheus on Mon Dec 13th 2004 at 3:12am
Orpheus
13860 posts
Posted 2004-12-13 3:12am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
sighs

have you all noticed how many freaking times i have sighed today??

this is a searchable topic.. however, you may need to search in the HL1 topic.

still, however #2, i am not sure, since i thought that leaks were now impossible.

please ignore me, as i am however sleepy.

post your compile log, i am betting its in there.
Re: full bright map? Posted by DrGlass on Mon Dec 13th 2004 at 3:16am
DrGlass
1825 posts
Posted 2004-12-13 3:16am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
This isn't some silly error on my part (I hope) I have serched the
site, as well as others, I did find some topics that I thought
would solve my problem. They didn't.

I can build a box, slap a light in there and compile to get...
nothing. I'll give it another try, I've been compiling with
HL2:DM. I'm hoping some one else would of had and solved this
same problem, log is on its way.
Re: full bright map? Posted by Raeth on Mon Dec 13th 2004 at 5:06am
Raeth
62 posts
Posted 2004-12-13 5:06am
Raeth
member
62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
Run vrad without -extra.
Re: full bright map? Posted by Crono on Mon Dec 13th 2004 at 5:11am
Crono
6628 posts
Posted 2004-12-13 5:11am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
It just looks like you hammer configured improperly. Rad is saying
you're not giving a file for it to work on. (thus is isn't running and
causing a fullbright map).

So, what does it say under expert compile (if that is the route you're taking)?
Re: full bright map? Posted by Nanodeath on Mon Dec 13th 2004 at 5:14am
Nanodeath
356 posts
Posted 2004-12-13 5:14am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
No, I think Raeth is right. What vrad is trying to do is tell you what the valid parameters are.
Re: full bright map? Posted by Orpheus on Mon Dec 13th 2004 at 5:24am
Orpheus
13860 posts
Posted 2004-12-13 5:24am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
in times past, if you placed a light entity without at least looking at the properties (even if you did not alter them one bit) the entity would fail to produce light.

my advice, build a test map, place a light, go into its properties and chose white, and at least 200 lumen's.. see what occurs.

tis just a guess.
Re: full bright map? Posted by Crono on Mon Dec 13th 2004 at 5:46am
Crono
6628 posts
Posted 2004-12-13 5:46am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
No, I think Raeth is right. What vrad is trying to do is tell you what the valid parameters are.
Right, because there isn't a valid parameter (file) for rad to compile.
Re: full bright map? Posted by Nanodeath on Mon Dec 13th 2004 at 5:49am
Nanodeath
356 posts
Posted 2004-12-13 5:49am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Um...at least for the vbsp program you don't need to specify an extension.
Re: full bright map? Posted by DrGlass on Mon Dec 13th 2004 at 6:21am
DrGlass
1825 posts
Posted 2004-12-13 6:21am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
in times past, if you placed a light entity without at least
looking at the properties (even if you did not alter them one bit) the
entity would fail to produce light.

my advice, build a test map, place a light, go into its properties and chose white, and at least 200 lumen's.. see what occurs.

tis just a guess.
I think its the RAD extra thing, I'll give that a try becuase I did go
into the properties (of the spot light not the point light I think)
I'll get back in a minute.

EDIT: looks like turning off RAD extra did the trick!

----- Radiosity Simulator ----

1 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading e:\games\steam\steamapps\wereami0@hotmail.com\half-life 2 deathmatch\hl2mp\maps\Door_rot_tut.bsp

57 faces

15444 square feet [2224000.00 square inches]

0 displacements

0 square feet [0.00 square inches]

57 patches before subdivision

557 patches after subdivision

2 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)

transfers 11527, max 71

transfer lists: 0.1 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(440, 25, 16)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #2 added RGB(42, 1, 1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #3 added RGB(4, 0, 0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #4 added RGB(1, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0012 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
2/1024
96/49152 ( 0.2%)

brushes
23/8192
276/98304 ( 0.3%)

brushsides
138/65536
1104/524288 ( 0.2%)

planes
98/65536 1960/1310720 (
0.1%)

vertexes
97/65536
1164/786432 ( 0.1%)

nodes
47/65536 1504/2097152 (
0.1%)

texinfos
38/12288
2736/884736 ( 0.3%)

texdata
6/2048
192/65536 ( 0.3%)

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
57/65536 3192/3670016 (
0.1%)

origfaces
41/65536 2296/3670016 (
0.1%)

leaves
50/65536 2800/3670016 (
0.1%)

leaffaces
57/65536
114/131072 ( 0.1%)

leafbrushes
29/65536
58/131072 ( 0.0%)

surfedges
422/512000 1688/2048000 (
0.1%)

edges
248/256000 992/1024000
( 0.1%)

worldlights
2/8192
176/720896 ( 0.0%)

waterstrips
2/32768
20/327680 ( 0.0%)

waterverts
0/65536
0/786432 ( 0.0%)

waterindices
36/65536
72/131072 ( 0.1%)

cubemapsamples
0/1024
0/16384 ( 0.0%)

overlays
0/512
0/180224 ( 0.0%)

lightdata
[variable]
17308/0 ( 0.0%)

visdata
[variable] 126/16777216
( 0.0%)

entdata
[variable]
1320/393216 ( 0.3%)

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]
9906/0 ( 0.0%)

Win32 Specific Data:

physics
[variable] 8429/4194304
( 0.2%)

Total Win32 BSP file data space used: 57531 bytes

Linux Specific Data:

physicssurface
[variable] 8429/6291456
( 0.1%)

Total Linux BSP file data space used: 57531 bytes

Total triangle count: 144

Writing e:\games\steam\steamapps\wereami0@hotmail.com\half-life 2 deathmatch\hl2mp\maps\Door_rot_tut.bsp

1 second elapsed