Can't get texture lighting to work spirit

Can't get texture lighting to work spirit

Re: Can't get texture lighting to work spirit Posted by half-dude on Wed Dec 15th 2004 at 12:29am
half-dude
580 posts
Posted 2004-12-15 12:29am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Im using ZHLT and have my texture lights set up and working fine, but when I use spirit of half-life they don't work anymore. Sadly the only thing that I can give you is my compile log.

** Executing...
** Command: Change Directory
** Parameters: C:\SIERRA\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\SIERRA\Half-Life\valve\maps\gorg.map" "C:\SIERRA\Half-Life\Spirit\maps\gorg.map"

** Executing...
** Command: C:\SIERRA\HALF-L~1\Spirit\hlcsg.exe
** Parameters: "C:\SIERRA\Half-Life\Spirit\maps\gorg"

hlcsg v2.5.3 rel Custom Build 1.6.1 (Sep 26 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\SIERRA\HALF-L~1\Spirit\hlcsg.exe C:\SIERRA\Half-Life\Spirit\maps\gorg
Entering C:\SIERRA\Half-Life\Spirit\maps\gorg.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
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 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.02 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
(0.02 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 3 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.04 mb (of 4.00 mb MAX)
0.05 seconds elapsed

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

** Executing...
** Command: C:\SIERRA\HALF-L~1\Spirit\hlbsp.exe
** Parameters: "C:\SIERRA\Half-Life\Spirit\maps\gorg"

hlbsp v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\SIERRA\HALF-L~1\Spirit\hlbsp.exe C:\SIERRA\Half-Life\Spirit\maps\gorg

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:\SIERRA\Half-Life\Spirit\maps\gorg.prt'
0.02 seconds elapsed

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

** Executing...
** Command: C:\SIERRA\HALF-L~1\Spirit\hlrad.exe
** Parameters: "C:\SIERRA\Half-Life\Spirit\maps\gorg"

hlrad v2.5.3 rel Custom Build 1.6.1 (Oct 9 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\SIERRA\HALF-L~1\Spirit\hlrad.exe C:\SIERRA\Half-Life\Spirit\maps\gorg

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

Warning: No vis information, direct lighting only.
78 faces
Create Patches : 872 base patches
0 opaque faces
16725 square feet [2408448.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...50%...60%...70%...80%... (0.06 seconds)
FinalLightFace:
10%...20%...30%...50%...60%...70%...80%... (0.00 seconds)
0.08 seconds elapsed

----- END hlrad -----

** Executing...
** Command: C:\SIERRA\HALF-L~1\hl.exe
** Parameters: -game spirit +map "gorg"
Re: Can't get texture lighting to work spirit Posted by fraggard on Wed Dec 15th 2004 at 2:25am
fraggard
1110 posts
Posted 2004-12-15 2:25am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
First off, you are not running VIS. SO you'll be having other lighting issues.

Secondly, texture lighting isn't working because you need to copy your lights.rad file, and paste it in the directory that contains your compiler tools. (this directory C:\SIERRA\HALF-L~1\Spirit from what I can see.)
Re: Can't get texture lighting to work spirit Posted by half-dude on Wed Dec 15th 2004 at 2:36am
half-dude
580 posts
Posted 2004-12-15 2:36am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Thanks man, your cool "Thy hath helped thy mod Xenophobia"
Re: Can't get texture lighting to work spirit Posted by fishy on Wed Dec 15th 2004 at 7:25am
fishy
2623 posts
Posted 2004-12-15 7:25am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
<DIV class=quote>
<DIV class=quotetitle>? quoting fraggard</DIV>
<DIV class=quotetext>First off, you are not running VIS. SO you'll be having other lighting issues.
</DIV></DIV>
compiling without vis shouldn't cause any lighting problems. it's something i'd do if i only want to check the updates i've made to light settings, when i've also made other changes that stop an onlyents compile.
Re: Can't get texture lighting to work spirit Posted by fraggard on Wed Dec 15th 2004 at 10:08am
fraggard
1110 posts
Posted 2004-12-15 10:08am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
You don't get any bounced light without running VIS. That usually does not give me a proper look at the lighting as it might look finally.
Re: Can't get texture lighting to work spirit Posted by half-dude on Wed Dec 15th 2004 at 7:58pm
half-dude
580 posts
Posted 2004-12-15 7:58pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
What is bouncing light?
Re: Can't get texture lighting to work spirit Posted by parakeet on Thu Dec 16th 2004 at 1:18am
parakeet
544 posts
Posted 2004-12-16 1:18am
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
Bouncing light is when the light reflects off of one surface to your eye and then the other half of the light bounces off of another surface and to your eye creating a nice pretty illusion much like water = D. " i think ..."
Re: Can't get texture lighting to work spirit Posted by half-dude on Thu Dec 16th 2004 at 11:04pm
half-dude
580 posts
Posted 2004-12-16 11:04pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
I dont know why but I think that that is very wrong.
Re: Can't get texture lighting to work spirit Posted by fraggard on Fri Dec 17th 2004 at 2:30am
fraggard
1110 posts
Posted 2004-12-17 2:30am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Light "bounces" when it reflects of one surface and illuminates another.

So if you set -bounce 4, then RAD will calculate four such bounces.
Re: Can't get texture lighting to work spirit Posted by Foxpup on Fri Dec 17th 2004 at 2:54am
Foxpup
380 posts
Posted 2004-12-17 2:54am
Foxpup
member
380 posts 38 snarkmarks Registered: Nov 26th 2004 Occupation: Student Location: the Land of Oz
RAD requires VIS. When RAD runs, it checks to see if VIS worked fine. If it did, it lights the map as normal. If it didn't, which is what's happening here, RAD only uses direct lighting, ie, objects are only lit if there's a direct line of sight to a light source. Since surfaces don't count as light sources unless their texture is in the .rad textlight file, light can't relect of surfaces, regardless of the -bounce parameter. This is because the algorithm that RAD uses to do reflection lighting doesn't work if the BSP contains invalid VIS information.

What that all means is, if VIS didn't work, neither will RAD.