Forum posts

Posted 19 years ago2004-12-10 05:27:06 UTC
in CS:S Texture files Post #77358
....

yes I tried hammer config.
there are no WAD files on my computer, and I'm not sure about materials...I'm looking into that one
Posted 19 years ago2004-12-10 05:25:10 UTC
in dune buggy problem Post #77357
If you want I can give it a try...
Posted 19 years ago2004-12-09 19:38:48 UTC
in CS:S Texture files Post #77303
k... we gotta keep this post alive untill we find a definitive answer. I was under the impression that you could use HL2 textures in CS:Source, but CS has it's own set of entities determined by the cstrike.fgd file.

Please correct me if I am wrong.
Are there place to doanload WADs for HL2 and CS:Source? Because right now my WAD and Material list are empty in Hammer config.
Posted 19 years ago2004-12-09 03:49:48 UTC
in one more small issue Post #77155
I downloaded the version the version of hammer that Steam gave me. I suppose I should know better than to trust them?
Anyways, the stock compile tools work but they are buggy and slow.

I didn't know the Zoners were for half life, not HL2 or cs:source.

You will have to forgive my ignorance though... I'm still learning.

thanks for help though guys... I'm sure I'll be posting some more nub questions here shortly, and then maybe some nub maps! And then good maps!

sweeeet
Posted 19 years ago2004-12-08 00:55:22 UTC
in one more small issue Post #76939
hey guys... dont kill me, but there is one more problem

I thought running zoners half life tools would fix my lighting problem, but the zoner tools dont work when I try to use them. Am I missing something? Here's the error log when I try to use ZHLT.

thanks, peace

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdk"

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment.rmf" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment.rmf"

** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinhlbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment"

Unknown option "-game"
hlbsp v3.0 rel Public Beta 2 (Sep 21 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Built on code by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
For Full Credits please read credits.html
Submit detailed bug reports to (amckern at amckern@yahoo.com, or AJenbo at anders.jenbo@pc.dk)
If you have a mapping error, please ask at the modifications 'Nominated Mapping Help Forum'

= hlbsp Options =
-leakonly      : Run BSP only enough to check for LEAKs
-subdivide #   : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size
-notjunc       : Don't break edges on t-junctions     (not for final runs)
-noclip        : Don't process the clipping hull      (not for final runs)
-nofill        : Don't fill outside (will mask LEAKs) (not for final runs)
 -noopt         : Don't optimize planes on BSP write   (not for final runs)
-texdata #     : Alter maximum texture memory limit (in kb)
-lightdata #   : Alter maximum lighting memory limit (in kb)
-chart         : display bsp statitics
-low | -high   : run program an altered priority level
-nolog         : don't generate the compile logfiles
-threads #     : manually specify the number of threads to run
-estimate      : display estimated time during compile
-nonulltex     : Don't strip NULL faces
-verbose       : compile with verbose messages
-noinfo        : Do not show tool configuration information
-dev #         : compile with developer message
mapfile        : The mapfile to compile
** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinhlvis.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment"

Unknown option "-game"hlvis v3.0 rel 3.0 Beta 4 (Nov 11 2004)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern at amckern@yahoo.com)

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum `Search Function'.

= hlvis Options =
-full           : Full vis
-fast           : Fast vis
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #      : Alter maximum texture memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : don't generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-maxdistance #  : Alter the maximum distance for visibility
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
mapfile         : The mapfile to compile
** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinhlrad.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment"

Unknown option "-game"
hlrad v3.0 rel 3.0 Beta 4 (Nov 11 2004)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern at amckern@yahoo.com)

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum `Search Function'.

= hlrad Options =
-sparse         : Enable low memory vismatrix algorithm
-nomatrix       : Disable usage of vismatrix entirely
-extra          : Improve lighting quality by doing 9 point oversampling
-bounce #       : Set number of radiosity bounces
-ambient r g b  : Set ambient world light (0.0 to 1.0, r g b)
-maxlight #     : Set maximum light intensity value
-circus         : Enable 'circus' mode for locating unlit lightmaps
-nopaque        : Disable the opaque zhlt_lightflags for this compile
-smooth #       : Set smoothing threshold for blending (in degrees)
-chop #         : Set radiosity patch size for normal textures
-texchop #      : Set radiosity patch size for texture light faces
-notexscale #   : Do not scale radiosity patches with texture scale
-coring #       : Set lighting threshold before blackness
-dlight #       : Set direct lighting threshold
-nolerp         : Disable radiosity interpolation, nearest point instead
-fade #         : Set global fade (larger values = shorter lights)
-falloff #      : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale #        : Set global light scaling value
-gamma #        : Set global gamma value
-sky #          : Set ambient sunlight contribution in the shade outside
-lights file    : Manually specify a lights.rad file to use
-noskyfix       : Disable light_environment being global
-incremental    : Use or create an incremental transfer list file
-dump           : Dumps light patches to a file for hlrad debugging info
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #    : Alter maximum lighting memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : Do not generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)
mapfile         : The mapfile to compile
Posted 19 years ago2004-12-08 00:51:34 UTC
in someone PLEASE help me! Post #76938
I've been trying to get the lighting to work for so long but nothing seems to help. I have read all the tutorials and tried a ton of different things.

Any map I make and compile comes out in fullbright and all light entities and texture lights are as if they are not even there... even when i try to make them weird colors. I am running RAD, and I'm pretty sure I don't have a leak because there is no error log and the map compiles fine and has no other problems.

I tried going to the lighting tutorial and when I open the rmf file in hammer and compile it I get an error. Someone please help me as I have been trying to fix this for a week with no luck. Here's the error log.

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdk"

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment.rmf" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment.rmf"

** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinvbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment"

Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_contentmaterials
Error opening C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment.vmf: File C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment.vmf, line 1: No such file or directory.

** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinvvis.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment"

Valve Software - vvis.exe (Nov 22 2004)
2 threads
reading c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment.bsp
Error opening c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment.bsp

** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinvrad.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment"

Valve Software - vrad.exe (Dec 1 2004)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment.bsp
Error opening c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsenvironment.bsp
Posted 19 years ago2004-12-07 08:08:02 UTC
in mempool leak? please help! Post #76769
heh... oops I guess I did forget to run VIS that time.

but that isnt the source of the problem. I ran it with VIS and I still get the same thing. No lights show up and my map is fullbright.

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdk"

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_contentmapsnew.vmf" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.vmf"

** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinvbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew"

Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_contentmaterials
Loading C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.prt...done (1)
Can't load skybox file sky_wasteland02 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) (2293 bytes)
Building Physics collision data...
done (0) (2293 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinvvis.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew"

Valve Software - vvis.exe (Nov 22 2004)
2 threads
reading c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.bsp
reading c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.prt
2 portalclusters
1 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24 compressed from 32
writing c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.bsp
2 seconds elapsed

** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinvrad.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew"

Valve Software - vrad.exe (Dec 1 2004)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.bsp
32 faces
23111 square feet [3328000.00 square inches]
0 displacements
0 square feet [0.00 square inches]
32 patches before subdivision
2144 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 123231, max 161
transfer lists: 0.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 1068, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(0, 146, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(0, 20, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(0, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0059 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 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 36/65536 720/1310720 ( 0.1%)
vertexes 55/65536 660/786432 ( 0.1%)
nodes 17/65536 544/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 32/65536 1792/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 19/65536 1064/3670016 ( 0.0%)
leaffaces 32/65536 64/131072 ( 0.0%)
leafbrushes 10/65536 20/131072 ( 0.0%)
surfedges 160/512000 640/2048000 ( 0.0%)
edges 93/256000 372/1024000 ( 0.0%)
worldlights 1/8192 88/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 60600/0 ( 0.0%)
visdata [variable] 24/16777216 ( 0.0%)
entdata [variable] 311/393216 ( 0.1%)
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] 2293/4194304 ( 0.1%)

Total Win32 BSP file data space used: 70208 bytes

Linux Specific Data:
physicssurface [variable] 2293/6291456 ( 0.0%)

Total Linux BSP file data space used: 70208 bytes

Total triangle count: 72
Writing c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.bsp
10 seconds elapsed
Posted 19 years ago2004-12-07 02:29:49 UTC
in mempool leak? please help! Post #76749
hey guys, still trying to get my first map to work... help a noobie out?

When I compile my maps they run fine but I get fullbright, even on the maps that come with hammer. I think this might be the source of the error but I dont know how to fix it

Memory leak: mempool blocks left in memory: 49

Heres the whole compile log though just in case. The map is just two rooms, there isnt even a light entity in it and i get fullbright. plz help! thanks!
Oh, also, please dont tell me the solution is to use Zoners tools cause I'm trying to get them working but I can't so for now I have to live with vvis, vrad, and vbsp.

Peace!

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdk"

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_contentmapsnew.vmf" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.vmf"

** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinvbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew"

Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_contentmaterials
Loading C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.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 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.prt...done (0)
Can't load skybox file sky_wasteland02 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) (7779 bytes)
Building Physics collision data...
done (0) (7779 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkbinvrad.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppstalpeer@sympatico.casourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew"

Valve Software - vrad.exe (Dec 1 2004)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.bsp
No vis information, direct lighting only.
74 faces
77253 square feet [11124440.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0055 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 1/1024 48/49152 ( 0.1%)
brushes 22/8192 264/98304 ( 0.3%)
brushsides 132/65536 1056/524288 ( 0.2%)
planes 66/65536 1320/1310720 ( 0.1%)
vertexes 133/65536 1596/786432 ( 0.2%)
nodes 49/65536 1568/2097152 ( 0.1%)
texinfos 9/12288 648/884736 ( 0.1%)
texdata 3/2048 96/65536 ( 0.1%)
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 74/65536 4144/3670016 ( 0.1%)
origfaces 30/65536 1680/3670016 ( 0.0%)
leaves 51/65536 2856/3670016 ( 0.1%)
leaffaces 74/65536 148/131072 ( 0.1%)
leafbrushes 54/65536 108/131072 ( 0.1%)
surfedges 448/512000 1792/2048000 ( 0.1%)
edges 277/256000 1108/1024000 ( 0.1%)
worldlights 1/8192 88/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 97568/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 393/393216 ( 0.1%)
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] 7779/4194304 ( 0.2%)

Total Win32 BSP file data space used: 124284 bytes

Linux Specific Data:
physicssurface [variable] 7779/6291456 ( 0.1%)

Total Linux BSP file data space used: 124284 bytes

Total triangle count: 180
Writing c:program filesvalvesteamsteamappstalpeer@sympatico.cacounter-strike sourcecstrikemapsnew.bsp
16 seconds elapsed
Posted 19 years ago2004-12-03 20:18:53 UTC
in Fullbright problems! Post #76179
Hey guys... great forum a lot of great information here. Ive got a question...

I just made my first map and compiled it but I am getting fullbright, even when I remove all lights. I didnt find any errors about a leak in the log file, and when I type pointfile in console it doesnt work... so I'm not sure if I have a leak.

Also, I tried taking an existing map and taking the light entities out of it, but I still got fullbright. I tried downloading Zoners compile tools but I cant get them to work! Please help!

Thanks, Tal