N00B Question about lighting

N00B Question about lighting

Re: N00B Question about lighting Posted by Bobv on Sun Jan 9th 2005 at 8:58pm
Bobv
198 posts
Posted 2005-01-09 8:58pm
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
Im trying to learn the basics of mapping, i have a simple map but there seem to be two problems with the lighting.

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.
Re: N00B Question about lighting Posted by omegaslayer on Sun Jan 9th 2005 at 11:57pm
omegaslayer
2481 posts
Posted 2005-01-09 11:57pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
1) check and make sure you are not using a texture that was meant for a
model. You can tell them appart from theothers by the models/ in front
of the texture.

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.
Re: N00B Question about lighting Posted by satchmo on Mon Jan 10th 2005 at 12:59am
satchmo
2077 posts
Posted 2005-01-10 12:59am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
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.
Re: N00B Question about lighting Posted by Orpheus on Mon Jan 10th 2005 at 1:02am
Orpheus
13860 posts
Posted 2005-01-10 1:02am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting satchmo</DIV>
<DIV class=quotetext>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.

</DIV></DIV>

screenshots, might do it better, but yeah what he said.
sounds like a card issue to me. (drivers)
Re: N00B Question about lighting Posted by Bobv on Mon Jan 10th 2005 at 2:52am
Bobv
198 posts
Posted 2005-01-10 2:52am
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
i used normal light entities.

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"
Re: N00B Question about lighting Posted by Bobv on Mon Jan 10th 2005 at 2:54am
Bobv
198 posts
Posted 2005-01-10 2:54am
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
bleh ignore this (just noticed the edit button)
Re: N00B Question about lighting Posted by Orpheus on Mon Jan 10th 2005 at 3:02am
Orpheus
13860 posts
Posted 2005-01-10 3:02am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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?
Re: N00B Question about lighting Posted by rs6 on Mon Jan 10th 2005 at 3:07am
rs6
640 posts
Posted 2005-01-10 3:07am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
the 1st one: did you try some cubemaps? maybe?

the 2nd one: definitely looks liek you used a model texture. Try changeing the texture.
Re: N00B Question about lighting Posted by Bobv on Mon Jan 10th 2005 at 3:13am
Bobv
198 posts
Posted 2005-01-10 3:13am
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
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?
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 1st one: did you try some cubemaps? maybe?

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
Re: N00B Question about lighting Posted by Orpheus on Mon Jan 10th 2005 at 3:20am
Orpheus
13860 posts
Posted 2005-01-10 3:20am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
cubemap is searchable. it might save you time looking that up.
Re: N00B Question about lighting Posted by Bobv on Mon Jan 10th 2005 at 3:23am
Bobv
198 posts
Posted 2005-01-10 3:23am
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
Ok i replaced the texture i used the most with some horrible wooden red wall thing, and it fixed both problems, so yaay!

Thank you, everyone
Re: N00B Question about lighting Posted by Orpheus on Mon Jan 10th 2005 at 3:26am
Orpheus
13860 posts
Posted 2005-01-10 3:26am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Hossible? you are making a map about the Cartwright's?
Re: N00B Question about lighting Posted by Bobv on Mon Jan 10th 2005 at 3:32am
Bobv
198 posts
Posted 2005-01-10 3:32am
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
Hossible? you are making a map about the Cartwright's?
no, i was just sure that it wasnt a model texture :biggrin:

its more like the map of

1) Me learning mapping.

2) Throwing barrels at each other.

and yeah... i did mean horrible heh
Re: N00B Question about lighting Posted by Orpheus on Mon Jan 10th 2005 at 3:48am
Orpheus
13860 posts
Posted 2005-01-10 3:48am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
LOL.. you're gonna fit in nicely :biggrin: