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