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"