Hi there, my problem is that when i compile and run my map, the
lighting seems to change brightness depending on where i am. For
example; the light_environment seems to be darker if i am in the
shade, even though it should not appear to change at all. It is quite
hard to explain so here are some pictures:
http://photobucket.com/albums/v290/-senshi-/HL2%20Mapping/
The same thing happens with indoor light_spot entities too, it
seems that i have to be within a cretain range of them in order to see
the light's full effect.
I am certain that this is a problem with my map, not my computer, as
compiling sdk_dm_lockdown does not have any of these problems. The
strange thing is that i have given the lights in my map amost the exact
same properties as some of the lights in lockdown.
Here is a compile log:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\senshi_mark\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp"
"C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life 2
deathmatch\hl2mp\maps\Hang_em_high"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.vmf
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 (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.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) (98727 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (98727 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.bsp
3 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\senshi_mark\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp"
-fast "C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life 2
deathmatch\hl2mp\maps\Hang_em_high"
Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
1 threads
reading c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.bsp
reading c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.prt
630 portalclusters
2510 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
WARNING: Cluster portals saw into cluster
Optimized: 1178 visible clusters (0.00%)
Total clusters visible: 391869
Average clusters visible: 622
Building PAS...
Average clusters audible: 630
visdatasize:104535 compressed from 100800
writing c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.bsp
8 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\senshi_mark\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp"
-noextra "C:\Program Files\Valve\Steam\SteamApps\senshi_mark\half-life
2 deathmatch\hl2mp\maps\Hang_em_high"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.bsp
1670 faces
208489 square feet [30022466.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1670 patches before subdivision
zero area child patch
zero area child patch
14462 patches after subdivision
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (28)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
transfers 736032, max 206
transfer lists: 5.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(73282, 74837, 65260)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(10278, 10109, 8236)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1307, 1254, 1003)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(198, 186, 145)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(32, 30, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0293 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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
14/1024
672/49152 ( 1.4%)
brushes
275/8192
3300/98304 ( 3.4%)
brushsides
2173/65536 17384/524288
( 3.3%)
planes
1822/65536 36440/1310720 (
2.8%)
vertexes
3470/65536 41640/786432
( 5.3%)
nodes
1072/65536 34304/2097152 (
1.6%)
texinfos
284/12288 20448/884736
( 2.3%)
texdata
23/2048
736/65536 ( 1.1%)
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
1670/65536 93520/3670016 (
2.5%)
origfaces
888/65536 49728/3670016 (
1.4%)
leaves
1087/65536 60872/3670016 (
1.7%)
leaffaces
1985/65536
3970/131072 ( 3.0%)
leafbrushes
564/65536
1128/131072 ( 0.9%)
surfedges
11613/512000 46452/2048000 ( 2.3%)
edges
6734/256000 26936/1024000 ( 2.6%)
worldlights
20/8192
1760/720896 ( 0.2%)
waterstrips
200/32768
2000/327680 ( 0.6%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
3321/65536
6642/131072 ( 5.1%)
cubemapsamples
32/1024
512/16384 ( 3.1%)
overlays
0/512
0/180224 ( 0.0%)
lightdata
[variable]
755488/0 ( 0.0%)
visdata
[variable] 104535/16777216 ( 0.6%)
entdata
[variable]
9780/393216 ( 2.5%)
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]
1/1388 ( 0.1%)
pakfile
[variable]
90639/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 98727/4194304 (
2.4%)
Total Win32 BSP file data space used: 1507615 bytes
Linux Specific Data:
physicssurface
[variable] 98727/6291456 (
1.6%)
Total Linux BSP file data space used: 1507615 bytes
Total triangle count: 4746
Writing c:\program files\valve\steam\steamapps\senshi_mark\half-life 2 deathmatch\hl2mp\maps\Hang_em_high.bsp
52 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program
Files\Valve\Steam\SteamApps\senshi_mark\half-life 2
deathmatch\hl2mp\maps\Hang_em_high.bsp" "c:\program
files\valve\steam\steamapps\senshi_mark\half-life 2
deathmatch\hl2mp\maps\Hang_em_high.bsp"
Any help would be much appreciated (Yes it is a copy of Han 'Em High from Halo)