lighting doesnt compile

lighting doesnt compile

Re: lighting doesnt compile Posted by homogenous on Sun Feb 20th 2005 at 11:24pm
homogenous
10 posts
Posted 2005-02-20 11:24pm
10 posts 1 snarkmarks Registered: Feb 18th 2005 Occupation: Student Location: Canada
light, light_spot, and light environment do not compile even after running vis and rad. Vis and Rad are both instant, and at the bottom of the log it states that 0% light data has been compiled. I have 4 light_spots, and 4 lights, aswell as 1 light_environment. This is short of a continuation of my previous thread, but this is different enough i thought it should be in a new thread. Heres the compile log.

NOTE: i made another map with light/light_spot/light_environment in it to see if theres something wrong with hammer, it worked, so something in my map is busted.

materialPath: c:\program files\valve\steam\steamapps\glenmcintosh@shaw.ca\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\glenmcintosh@shaw.ca\sourcesdk_content\hl2mp\mapsrc\spotlight.vmf
material "tools7oolsskybox" not found
Material not found!: TOOLS7OOLSSKYBOX
material "tools6oolsskybox" not found
Material not found!: TOOLS6OOLSSKYBOX
material "tools oolsskybox" not found
Material not found!: TOOLS OOLSSKYBOX
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 76 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\glenmcintosh@shaw.ca\sourcesdk_content\hl2mp\mapsrc\spotlight.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 (0) (91674 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (189358 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing C:\Program Files\Valve\Steam\SteamApps\glenmcintosh@shaw.ca\sourcesdk_content\hl2mp\mapsrc\spotlight.bsp
3 seconds elapsed

1 threads
reading c:\program files\valve\steam\steamapps\glenmcintosh@shaw.ca\sourcesdk_content\hl2mp\mapsrc\spotlight.bsp
reading c:\program files\valve\steam\steamapps\glenmcintosh@shaw.ca\sourcesdk_content\hl2mp\mapsrc\spotlight.prt
109 portalclusters
437 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 10 visible clusters (0.00%)
Total clusters visible: 11355
Average clusters visible: 104
Building PAS...
Average clusters audible: 109
visdatasize:3933 compressed from 3488
writing c:\program files\valve\steam\steamapps\glenmcintosh@shaw.ca\sourcesdk_content\hl2mp\mapsrc\spotlight.bsp
11 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\glenmcintosh@shaw.ca\sourcesdk_content\hl2mp\mapsrc\spotlight.bsp
558 faces
225718 square feet [32503500.00 square inches]
2 displacements
14035 square feet [2021154.75 square inches]
558 patches before subdivision
9266 patches after subdivision
8 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 transfers 419215, max 272
transfer lists: 3.2 megs
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)..... Done<0.0131 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
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 1/1024 48/49152 ( 0.1%)
brushes 141/8192 1692/98304 ( 1.7%)
brushsides 925/65536 7400/524288 ( 1.4%)
planes 470/65536 9400/1310720 ( 0.7%)
vertexes 1113/65536 13356/786432 ( 1.7%)
nodes 223/65536 7136/2097152 ( 0.3%)
texinfos 308/12288 22176/884736 ( 2.5%)
texdata 34/2048 1088/65536 ( 1.7%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 370/0 7400/0 ( 0.0%)
disp_tris 640/0 1280/0 ( 0.0%)
disp_lmsamples 35256/0 35256/0 ( 0.0%)
faces 558/65536 31248/3670016 ( 0.9%)
origfaces 407/65536 22792/3670016 ( 0.6%)
leaves 225/65536 12600/3670016 ( 0.3%)
leaffaces 843/65536 1686/131072 ( 1.3%)
leafbrushes 438/65536 876/131072 ( 0.7%)
surfedges 4382/512000 17528/2048000 ( 0.9%)
edges 2663/256000 10652/1024000 ( 1.0%)
worldlights 8/8192 704/720896 ( 0.1%)
waterstrips 90/32768 900/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1386/65536 2772/131072 ( 2.1%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 793324/0 ( 0.0%)
visdata [variable] 3933/16777216 ( 0.0%)
entdata [variable] 9482/393216 ( 2.4%)
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] 1/13288 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3442 ( 0.0%)
pakfile [variable] 52530/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 91674/4194304 ( 2.2%)
==== Total Win32 BSP file data space used: 1159352 bytes ====

Linux Specific Data:
physicssurface [variable] 189358/6291456 ( 3.0%)
==== Total Linux BSP file data space used: 1257036 bytes ====

Total triangle count: 1626
Writing c:\program files\valve\steam\steamapps\glenmcintosh@shaw.ca\sourcesdk_content\hl2mp\mapsrc\spotlight.bsp
17 seconds elapsed
Re: lighting doesnt compile Posted by Gwil on Mon Feb 21st 2005 at 12:26am
Gwil
2864 posts
Posted 2005-02-21 12:26am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
material "tools7oolsskybox" not found
Material not found!: TOOLS7OOLSSKYBOX
material "tools6oolsskybox" not found
Material not found!: TOOLS6OOLSSKYBOX
material "tools oolsskybox" not found
Material not found!: TOOLS OOLSSKYBOX

You have no sky. Try remaking a large hollow box around the level with the tools\tools_skybox texture. It's the one which is split into four squares with white lines.

As you have no sky, the lights don't work properly.

Either that or you have a leak.
Re: lighting doesnt compile Posted by willow on Mon Feb 21st 2005 at 12:41am
willow
34 posts
Posted 2005-02-21 12:41am
willow
member
34 posts 13 snarkmarks Registered: Nov 24th 2004 Location: Central California
Perhaps I'm mistaken but, I saw this in the log: Bounce #1 added RGB(0,
0, 0), to me it looks as if his lights are not using any color, but
Black, hence the RGB value of 0,0,0. Try making them a color?
Re: lighting doesnt compile Posted by homogenous on Mon Feb 21st 2005 at 12:54am
homogenous
10 posts
Posted 2005-02-21 12:54am
10 posts 1 snarkmarks Registered: Feb 18th 2005 Occupation: Student Location: Canada
Tried the skybox thing, doesnt work but thanks for the input!

I deleted all the entitties in the map, and put in new lights. That fixed the problem, but after adding a few decals, and several props i have the same problem all over again.

Im going to try compiling this on another computer.