Re: Lights Stopped Emmiting Lights..O.o
Posted by Dark|Killer on
Mon Aug 29th 2005 at 10:07pm
Posted
2005-08-29 10:07pm
758 posts
225 snarkmarks
Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
Hey all, its been a while since i visited this site, and im sure that
iv missed alot of new friends here, anyway, im back to mapping, and
back with questions...hehe
Well here goes:
I made a map in HL2:SinglePlayer, and added light entities and other
stuff aswell, when i nearly finished the map, i compiled it to check
how it looks, to be shocked i found that all the light entities have
disappeared, and the map is too bright now..
Here is my compile log
** Executing...<br style="color: gold;">
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vbsp.exe"<br style="color: gold;">
** Parameters: -game
"e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2\hl2"
"E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk_content\hl2\mapsrc\WWIII"<br style="color: gold;">
<br style="color: gold;">
Valve Software - vbsp.exe (Jan 19 2005)<br style="color: gold;">
2 threads<br style="color: gold;">
materialPath: e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2\hl2\materials<br style="color: gold;">
Loading E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk_content\hl2\mapsrc\WWIII.vmf<br style="color: gold;">
fixing up env_cubemap materials on brush sides...<br style="color: gold;">
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: gold;">
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: gold;">
Processing areas...done (0)<br style="color: gold;">
Building Faces...done (0)<br style="color: gold;">
Chop Details...done (0)<br style="color: gold;">
Find Visible Detail Sides...<br style="color: gold;">
Merged 220 detail faces...done (0)<br style="color: gold;">
Merging details...done (0)<br style="color: gold;">
FixTjuncs...<br style="color: gold;">
PruneNodes...<br style="color: gold;">
WriteBSP...<br style="color: gold;">
done (0)<br style="color: gold;">
writing E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk_content\hl2\mapsrc\WWIII.prt...done (0)<br style="color: gold;">
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...<br style="color: gold;">
Run buildcubemaps in the engine to get the correct cube maps.<br style="color: gold;">
Finding displacement neighbors...<br style="color: gold;">
Finding lightmap sample positions...<br style="color: gold;">
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br style="color: gold;">
Building Physics collision data...<br style="color: gold;">
done (0) (144668 bytes)<br style="color: gold;">
Emitting linux collision data (use -nolinuxdata to disable).<br style="color: gold;">
Building Physics collision data...<br style="color: gold;">
done (0) (260462 bytes)<br style="color: gold;">
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br style="color: gold;">
Writing E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk_content\hl2\mapsrc\WWIII.bsp<br style="color: gold;">
3 seconds elapsed<br style="color: gold;">
Memory leak: mempool blocks left in memory: 48<br style="color: gold;">
Memory leak: mempool blocks left in memory: 2<br style="color: gold;">
<br style="color: gold;">
** Executing...<br style="color: gold;">
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vvis.exe"<br style="color: gold;">
** Parameters: -game
"e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2\hl2"
"E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk_content\hl2\mapsrc\WWIII"<br style="color: gold;">
<br style="color: gold;">
Valve Software - vvis.exe (Dec 15 2004)<br style="color: gold;">
2 threads<br style="color: gold;">
reading e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk_content\hl2\mapsrc\WWIII.bsp<br style="color: gold;">
reading e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk_content\hl2\mapsrc\WWIII.prt<br style="color: gold;">
127 portalclusters<br style="color: gold;">
336 numportals<br style="color: gold;">
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: gold;">
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: gold;">
Optimized: 2 visible clusters (0.00%)<br style="color: gold;">
Total clusters visible: 6841<br style="color: gold;">
Average clusters visible: 53<br style="color: gold;">
Building PAS...<br style="color: gold;">
Average clusters audible: 116<br style="color: gold;">
visdatasize:4678 compressed from 4064<br style="color: gold;">
writing e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk_content\hl2\mapsrc\WWIII.bsp<br style="color: gold;">
1 second elapsed<br style="color: gold;">
<br style="color: gold;">
** Executing...<br style="color: gold;">
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vrad.exe"<br style="color: gold;">
** Parameters: -game
"e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2\hl2"
"E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk_content\hl2\mapsrc\WWIII"<br style="color: gold;">
<br style="color: gold;">
Valve Software - vrad.exe (Mar 8 2005)<br style="color: gold;">
----- Radiosity Simulator ----<br style="color: gold;">
2 threads<br style="color: gold;">
[Reading texlights from 'lights.rad']<br style="color: gold;">
[45 texlights parsed from 'lights.rad']<br style="color: gold;">
<br style="color: gold;">
Loading e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk_content\hl2\mapsrc\WWIII.bsp<br style="color: gold;">
982 faces<br style="color: gold;">
1 degenerate faces<br style="color: gold;">
78846 square feet [11353947.00 square inches]<br style="color: gold;">
6 displacements<br style="color: gold;">
10587 square feet [1524582.25 square inches]<br style="color: gold;">
981 patches before subdivision<br style="color: gold;">
8396 patches after subdivision<br style="color: gold;">
11 direct lights<br style="color: gold;">
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)<br style="color: gold;">
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)<br style="color: gold;">
transfers 303672, max 176<br style="color: gold;">
transfer lists: 2.3 megs<br style="color: gold;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: gold;">
Bounce #1 added RGB(13989, 13597, 9836)<br style="color: gold;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: gold;">
Bounce #2 added RGB(4411, 4191, 2677)<br style="color: gold;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: gold;">
Bounce #3 added RGB(1366, 1269, 685)<br style="color: gold;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: gold;">
Bounce #4 added RGB(438, 396, 181)<br style="color: gold;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: gold;">
Bounce #5 added RGB(139, 122, 47)<br style="color: gold;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: gold;">
Bounce #6 added RGB(44, 38, 12)<br style="color: gold;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: gold;">
Bounce #7 added RGB(14, 12, 3)<br style="color: gold;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: gold;">
Bounce #8 added RGB(5, 4, 1)<br style="color: gold;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: gold;">
Bounce #9 added RGB(1, 1, 0)<br style="color: gold;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: gold;">
Bounce #10 added RGB(0, 0, 0)<br style="color: gold;">
Build Patch/Sample Hash Table(s).....Done<0.0139 sec><br style="color: gold;">
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: gold;">
FinalLightFace Done<br style="color: gold;">
Ready to Finish<br style="color: gold;">
0 of 0 (0% of) surface lights went in leaf ambient cubes.<br style="color: gold;">
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10<br style="color: gold;">
<br style="color: gold;">
Object names Objects/Maxobjs Memory / Maxmem Fullness <br style="color: gold;">
------------ --------------- --------------- -------- <br style="color: gold;">
models
16/1024
768/49152 ( 1.6%) <br style="color: gold;">
brushes
259/8192
3108/98304 ( 3.2%) <br style="color: gold;">
brushsides
2107/65536 16856/524288
( 3.2%) <br style="color: gold;">
planes
1936/65536 38720/1310720 (
3.0%) <br style="color: gold;">
vertexes
1942/65536 23304/786432
( 3.0%) <br style="color: gold;">
nodes
443/65536 14176/2097152 (
0.7%) <br style="color: gold;">
texinfos
371/12288 26712/884736
( 3.0%) <br style="color: gold;">
texdata
42/2048
1344/65536 ( 2.1%) <br style="color: gold;">
dispinfos
6/0
1056/0 ( 0.0%) <br style="color: gold;">
disp_verts
486/0
9720/0 ( 0.0%) <br style="color: gold;">
disp_tris
768/0
1536/0 ( 0.0%) <br style="color: gold;">
disp_lmsamples
17824/0
17824/0 ( 0.0%) <br style="color: gold;">
faces
982/65536 54992/3670016 (
1.5%) <br style="color: gold;">
origfaces
714/65536 39984/3670016 (
1.1%) <br style="color: gold;">
leaves
460/65536 25760/3670016 (
0.7%) <br style="color: gold;">
leaffaces
1393/65536
2786/131072 ( 2.1%) <br style="color: gold;">
leafbrushes
579/65536
1158/131072 ( 0.9%) <br style="color: gold;">
surfedges
7470/512000 29880/2048000 ( 1.5%) <br style="col
.::Dark|Masta::. - One name. One legend.
Re: Lights Stopped Emmiting Lights..O.o
Posted by Dark|Killer on
Mon Aug 29th 2005 at 10:34pm
Posted
2005-08-29 10:34pm
758 posts
225 snarkmarks
Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
Thx for your reply omega, but i do have normal Light entities, but ill
try ofcourse what you told me, and ill tell you what happens :smile:
<div class="abouttext">Message submitted 9 minutes after original post:</b></div>
Yo Thanks man !! thanks alot, It worked !!
However i did do that but it didnt work with me, it looks like when you
told me to do it, my computer responded to you :razz: , well, thats pretty
weird but thanks man.. :biggrin:
.::Dark|Masta::. - One name. One legend.