16 posts
2 snarkmarks
Registered:
Nov 14th 2004
Ok, at first when I started making my map, I used only light_spots for
lighting. I compiled and played my unfinished map many times without
any point_spotlights, and everything was lit up fine. But today I
decided to add point_spotlights under each light. When I did this, it
was as if all of my light_spots disappeared when I compiled the map.
Everything was dark, and only the point_spotlights were showing instead
of the spotlights AND the light_spots together.
My compile log is below. Your help is appreciated.
** Executing...
** Command: "c:\program files\steam\steamapps\thebulleteater\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program
files\steam\steamapps\thebulleteater\counter-strike source\cstrike"
"C:\Program
Files\Steam\SteamApps\thebulleteater\sourcesdk_content\cstrike\mapsrc\de_stronghold"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\steam\steamapps\thebulleteater\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\SteamApps\thebulleteater\sourcesdk_content\cstrike\mapsrc\de_stronghold.vmf
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 (1)
writing C:\Program Files\Steam\SteamApps\thebulleteater\sourcesdk_content\cstrike\mapsrc\de_stronghold.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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (358559 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (825751 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Steam\SteamApps\thebulleteater\sourcesdk_content\cstrike\mapsrc\de_stronghold.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3
** Executing...
** Command: "c:\program files\steam\steamapps\thebulleteater\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program
files\steam\steamapps\thebulleteater\counter-strike source\cstrike"
"C:\Program
Files\Steam\SteamApps\thebulleteater\sourcesdk_content\cstrike\mapsrc\de_stronghold"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\steam\steamapps\thebulleteater\sourcesdk_content\cstrike\mapsrc\de_stronghold.bsp
reading c:\program files\steam\steamapps\thebulleteater\sourcesdk_content\cstrike\mapsrc\de_stronghold.prt
434 portalclusters
1068 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 (13)
Optimized: 921 visible clusters (0.00%)
Total clusters visible: 65875
Average clusters visible: 151
Building PAS...
Average clusters audible: 408
visdatasize:45379 compressed from 48608
writing c:\program files\steam\steamapps\thebulleteater\sourcesdk_content\cstrike\mapsrc\de_stronghold.bsp
13 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\thebulleteater\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program
files\steam\steamapps\thebulleteater\counter-strike source\cstrike"
"C:\Program
Files\Steam\SteamApps\thebulleteater\sourcesdk_content\cstrike\mapsrc\de_stronghold"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\thebulleteater\sourcesdk_content\cstrike\mapsrc\de_stronghold.bsp
1759 faces
2 degenerate faces
166515 square feet [23978202.00 square inches]
24 displacements
40433 square feet [5822367.50 square inches]
1757 patches before subdivision
16501 patches after subdivision
41 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (52)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 765326, max 379
transfer lists: 5.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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)
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Bounce #5 added RGB(-1, -1, -1)
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Bounce #6 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(-1, -1, -1)
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Bounce #8 added RGB(-1, -1, -1)
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Bounce #9 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(-1, -1, -1)
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Bounce #12 added RGB(-1, -1, -1)
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Bounce #14 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #29 added RGB(-1, -1, -1)
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Bounce #30 added RGB(-1, -1, -1)
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Bounce #31 added RGB(-1, -1, -1)
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Bounce #37 added RGB(-1, -1, -1)
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Bounce #42 added RGB(-1, -1, -1)
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Bounce #44 added RGB(-1, -1, -1)
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Bou