Lights Stopped Emmiting Lights..O.o

Lights Stopped Emmiting Lights..O.o

Re: Lights Stopped Emmiting Lights..O.o Posted by Dark|Killer on Mon Aug 29th 2005 at 10:07pm
Dark|Killer
758 posts
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 omegaslayer on Mon Aug 29th 2005 at 10:26pm
omegaslayer
2481 posts
Posted 2005-08-29 10:26pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Dunno what the problem is - it looks like a healthy compile log. And
you say there are no light entites? Well when you compile with no
lights it automatically swings the game into full bright mode (the over
brightness you are saying), yet the compile log says you have 11 direct
lights.........

My suggestion would be to delete all the light entities, and redo them.
And dont rely so much on self luminating textures, use light_spots and
Light ents.
Posting And You
Re: Lights Stopped Emmiting Lights..O.o Posted by Dark|Killer on Mon Aug 29th 2005 at 10:34pm
Dark|Killer
758 posts
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.