Re: Light_Env not workin
Posted by Smellfire on
Wed Jan 19th 2005 at 7:24pm
3 posts
0 snarkmarks
Registered:
Jan 19th 2005
Location: UK
Ok I have done abit of HL1/TFC/CS mappin before and thought I would give it a go in HL2. Dug out an old map I made and loaded it up, changed textures, sorted old stuff and changed it to new.
Now I dont have any ambient light at all. One small areas lights work properly (these are lights as oppossed to textures ), Textured lights are visable up close but not emitting light.
Getting no errors during compile. Have tried this with and without a skybox and using different skyboxes. Have entered all into the map properties. Nothing.
Have deleted the 2 light_envs i had before, put a new one in. Deleted all the old lights and replaced em.
Any Clue please what I am doin wrong?
Re: Light_Env not workin
Posted by RaPtoR on
Wed Jan 19th 2005 at 7:47pm
RaPtoR
member
212 posts
61 snarkmarks
Registered:
Jan 1st 2005
Location: Sweden
Check the following:
Do you have a good pitch on your env light? (Negative number between -90 and 0)
Your skybox should be textured with "tools/toolsskybox"
Is RAD running? Is RAD running propertly?
Press ALT+P to see if you have any problems that could interfear with your light.
Remember to reconfigure your light_environment, the options are diffrent from HL1.
Re: Light_Env not workin
Posted by Smellfire on
Wed Jan 19th 2005 at 7:51pm
3 posts
0 snarkmarks
Registered:
Jan 19th 2005
Location: UK
** Executing...
** Command: "c:\program files\valve\steam\steamapps\smellfires\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\smellfires\counter-strike source\cstrike" "E:\HL2 Mappin\de_biochill3"
Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:\program files\valve\steam\steamapps\smellfires\counter-strike source\cstrike\materials
Loading E:\HL2 Mappin\de_biochill3.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\HL2 Mappin\de_biochill3.prt...done (0)
Can't load skybox file skybox/cxup to build the default cubemap!
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) (290051 bytes)
Building Physics collision data...
done (1) (290051 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:\HL2 Mappin\de_biochill3.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3
** Executing...
** Command: "c:\program files\valve\steam\steamapps\smellfires\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\smellfires\counter-strike source\cstrike" -fast "E:\HL2 Mappin\de_biochill3"
Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
1 threads
reading e:\hl2 mappin\de_biochill3.bsp
reading e:\hl2 mappin\de_biochill3.prt
1621 portalclusters
5498 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (33)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 154897 visible clusters (0.00%)
Total clusters visible: 2222548
Average clusters visible: 1371
Building PAS...
Average clusters audible: 1620
visdatasize:660739 compressed from 674336
writing e:\hl2 mappin\de_biochill3.bsp
35 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\smellfires\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\smellfires\counter-strike source\cstrike" -noextra "E:\HL2 Mappin\de_biochill3"
Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading e:\hl2 mappin\de_biochill3.bsp
4961 faces
10 degenerate faces
703422 square feet [101292880.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4951 patches before subdivision
55625 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (70)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (92)
transfers 1796716, max 188
transfer lists: 13.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(5182, 5125, 1051)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2280, 2255, 449)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(914, 909, 175)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(421, 423, 80)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(184, 186, 35)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(92, 95, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(44, 46, :cool:
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(24, 25, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(13, 13, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(7, 8, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0978 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 29/1024 1392/49152 ( 2.8%)
brushes 749/8192 8988/98304 ( 9.1%)
brushsides 5606/65536 44848/524288 ( 8.6%)
planes 4034/65536 80680/1310720 ( 6.2%)
vertexes 9617/65536 115404/786432 (14.7%)
nodes 3217/65536 102944/2097152 ( 4.9%)
texinfos 1516/12288 109152/884736 (12.3%)
texdata 51/2048 1632/65536 ( 2.5%)
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 4961/65536 277816/3670016 ( 7.6%)
origfaces 2701/65536 151256/3670016 ( 4.1%)
leaves 3247/65536 181832/3670016 ( 5.0%)
leaffaces 5831/65536 11662/131072 ( 8.9%)
leafbrushes 1801/65536 3602/131072 ( 2.7%)
surfedges 34375/512000 137500/2048000 ( 6.7%)
edges 19107/256000 76428/1024000 ( 7.5%)
worldlights 4/8192 352/720896 ( 0.0%)
waterstrips 373/32768 3730/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5808/65536 11616/131072 ( 8.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1770824/0 ( 0.0%)
visdata [variable] 660739/16777216 ( 3.9%)
entdata [variable] 7457/393216 ( 1.9%)
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] 22/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 290051/4194304 ( 6.9%)
Total Win32 BSP file data space used: 4049929 bytes
Linux Specific Data:
physicssurface [variable] 290051/6291456 ( 4.6%)
Total Linux BSP file data space used: 4049929 bytes
Total triangle count: 13486
Writing e:\hl2 mappin\de_biochill3.bsp
2 minutes, 50 seconds elapsed
4 Direct lights left, ones that are working, no light_env still.
Re: Light_Env not workin
Posted by Smellfire on
Wed Jan 19th 2005 at 8:07pm
3 posts
0 snarkmarks
Registered:
Jan 19th 2005
Location: UK
Your skybox should be textured with "tools/toolsskybox"
Thanx m8, that was it, d'oh.