lighting compiling problem

lighting compiling problem

Re: lighting compiling problem Posted by SWATSiLeNt on Fri Jul 16th 2004 at 5:50am
SWATSiLeNt
141 posts
Posted 2004-07-16 5:50am
141 posts 34 snarkmarks Registered: Nov 8th 2003 Location: Missouri
Iv been working on a map and i checked all the following i made sure all faces have valid textures applied and there are no leaks and all teh lights i want are placed. Iv used zoners compiling tools all the builds i tried hammers tools and iv tried hlcc and when i compile it will compile the map but when so it doesn't put in teh lighting all it does it makes it completely 100% bright everywere making me mad because this has never happened before iv added addition parematers such as -extra -bounce 6 and so on still nothing has happened and it says this (check end of this log)

[size=13]
hlcsg v2.5.3 rel (May 2 2001)

Based on Valve's version, modified with permission.

Submit detailed bug reports to (zoner@gearboxsoftware.com)

----- BEGIN hlcsg -----

Command line: hlcsg.exe -estimate -high club

-= Current hlcsg Settings =-

Name | Setting | Default

---------------------|-----------|-------------------------

threads [ 1 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

priority [ High ] [ Normal ]

noclip [ off ] [ off ]

onlyents [ off ] [ off ]

wadtextures [ on ] [ on ]

skyclip [ on ] [ on ]

hullfile [ None ] [ None ]

min surface area [ 0.500 ] [ 0.500 ]

brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :

[zhlt.wad]

entering club.map

CreateBrush:

(0.39 seconds)

SetModelCenters:

(0.00 seconds)

CSGBrush:

(0.27 seconds)

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\ts\lemuria.wad

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\ts\cached.wad

Warning: ::: Larger than expected texture (307980 bytes) Wad:wad[\valve\steam\steamapps\hsssilent\half-life\ts\cached.wad] Texture[2:CONBACK]

Warning: ::: Larger than expected texture (307980 bytes) Wad:wad[\valve\steam\steamapps\hsssilent\half-life\ts\cached.wad] Texture[3:LOADING]

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\ts\decals.wad

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\ts\fonts.wad

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\ts\pldecal.wad

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\ts\specialists.wad

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\ts\tempdecal.wad

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\ts\tm_harbor.wad

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\ts\ts_ph.wad

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\valve\halflife.wad

Using WAD File: \valve\steam\steamapps\hsssilent\half-life\ts\vtext.wad

Texture usage is at 0.68 mb (of 4.00 mb MAX)

0.84 seconds elapsed

----- END hlcsg -----

hlbsp v2.5.3 rel (May 2 2001)

Based on Valve's version, modified with permission.

Submit detailed bug reports to (zoner@gearboxsoftware.com)

----- BEGIN hlbsp -----

Command line: hlbsp.exe -estimate -high club

-= Current hlbsp Settings =-

Name | Setting | Default

-------------------|-----------|-------------------------

threads [ 1 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ on ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

priority [ High ] [ Normal ]

noclip [ off ] [ off ]

nofill [ off ] [ off ]

notjunc [ off ] [ off ]

subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)

max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

Warning: === LEAK in hull 0 ===

Entity light @ ( 488,-806, -10)

Error:

A LEAK is a hole in the map, where the inside of it is exposed to the

(unwanted) outside region. The entity listed in the error is just a helpful

indication of where the beginning of the leak pointfile starts, so the

beginning of the line can be quickly found and traced to until reaching the

outside. Unless this entity is accidentally on the outside of the map, it

probably should not be deleted. Some complex rotating objects entities need

their origins outside the map. To deal with these, just enclose the origin

brush with a solid world brush

Leak pointfile generated

0.72 seconds elapsed

----- END hlbsp -----

hlvis v2.5.3 rel (May 2 2001)

Based on Valve's version, modified with permission.

Submit detailed bug reports to (zoner@gearboxsoftware.com)

----- BEGIN hlvis -----

Command line: hlvis.exe -estimate -high club
There was a problem compiling the map.
Check the file club.log for the cause.
----- END hlvis -----

hlrad v2.5.3 rel (May 2 2001)

Based on Valve's version, modified with permission.

Submit detailed bug reports to (zoner@gearboxsoftware.com)

----- BEGIN hlrad -----

Command line: hlrad.exe -extra -bounce 6 -estimate -high club
There was a problem compiling the map.
Check the file club.log for the cause.
----- END hlrad -----

Please if you can tell me the problem i would greatly appreciate it.

[/size]
Re: lighting compiling problem Posted by Tracer Bullet on Fri Jul 16th 2004 at 6:03am
Tracer Bullet
2271 posts
Posted 2004-07-16 6:03am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
SWATSiLeNt said:
Warning: === LEAK in hull 0 ===

Entity light @ ( 488,-806, -10)

Error:

A LEAK is a hole in the map, where the inside of it is exposed to the

(unwanted) outside region. The entity listed in the error is just a helpful

indication of where the beginning of the leak pointfile starts, so the

beginning of the line can be quickly found and traced to until reaching the

outside. Unless this entity is accidentally on the outside of the map, it

probably should not be deleted. Some complex rotating objects entities need

their origins outside the map. To deal with these, just enclose the origin

brush with a solid world brush

Leak pointfile generated

0.72 seconds elapsed
Well it appears that you do in fact have a leak.

Also, just a friendly word of advice: punctuation is a very good thing. Try using some next time.
Re: lighting compiling problem Posted by SWATSiLeNt on Fri Jul 16th 2004 at 6:07am
SWATSiLeNt
141 posts
Posted 2004-07-16 6:07am
141 posts 34 snarkmarks Registered: Nov 8th 2003 Location: Missouri
He he I always get into it that way well thanks though ill start typing slower and start punctuation. Anyways I suppose ill have another look around, maybe i do have a leek.
Re: lighting compiling problem Posted by Crono on Fri Jul 16th 2004 at 6:30am
Crono
6628 posts
Posted 2004-07-16 6:30am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
load up the point file ... it may help ... but then again.

I think (not entirly sure) you might have a light entity touching the outside of your map (by going through a brush of some sort) ...
Re: lighting compiling problem Posted by Gorbachev on Fri Jul 16th 2004 at 6:33am
Gorbachev
1569 posts
Posted 2004-07-16 6:33am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
That's a little more than a maybe.
Re: lighting compiling problem Posted by Crono on Fri Jul 16th 2004 at 6:36am
Crono
6628 posts
Posted 2004-07-16 6:36am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
I meant that as: it may just make it more confusing, I've had point files lead to an area where there was no leak. Like it's a solid closed container, of course, moving the map to a new file seemed to cure it rather quickly.
Re: lighting compiling problem Posted by JFry on Fri Jul 16th 2004 at 7:33am
JFry
369 posts
Posted 2004-07-16 7:33am
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Yea sometimes leaks are caused by entities in the void. But I'm pretty sure he was referring to SWAT's "maybe".
Re: lighting compiling problem Posted by ReNo on Tue Jul 20th 2004 at 1:50pm
ReNo
5457 posts
Posted 2004-07-20 1:50pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Another one to mark correct I think Gwil :razz: