Ok, I've tried both light_spot and environment with a pitch of -60 (I originally had -90, so it was always facing down) and I'm still not getting any shadow. I have no idea how to make a map full bright... I have no leaks, and here is my compile log:
** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strike"
** Executing...
** Command: C:PROGRA~1ZHLThlcsg.exe
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank" -wadinclude cz_druglab -wadinclude zhlt
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to
(amckern@yahoo.com)--- BEGIN hlcsg
---Command line: C:PROGRA~1ZHLThlcsg.exe "c:program filesvalve hammer editormapsaim_riverbank"-wadinclude cz_druglab -wadinclude zhlt
Entering c:program filesvalve hammer editormapsaim_riverbank.map
Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[cz_druglab]
[zhlt]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.73 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.39 seconds)
Including Wadfile: program filesvalve hammer editorwadscz_druglab.wad
- Contains 9 used textures, 52.94 percent of map (132 textures in wad)
Using Wadfile: valvecondition zerovalvedecals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: valvecondition zerovalvehalflife.wad
- Contains 7 used textures, 41.18 percent of map (3117 textures in wad)
Using Wadfile: valvecondition zerovalveliquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: valvecondition zerovalvexeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Including Wadfile: program fileszhltzhlt.wad
- Contains 1 used texture, 5.88 percent of map (8 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.37 mb (of 4.00 mb MAX)
2.42 seconds elapsed
--- END hlcsg
---** Executing...
** Command: C:PROGRA~1ZHLThlbsp.exe
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank"
hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to
(amckern@yahoo.com)--- BEGIN hlbsp
---Command line: C:PROGRA~1ZHLThlbsp.exe "c:program filesvalve hammer editormapsaim_riverbank"
Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)
SolidBSP [hull 0] 267 (0.03 seconds)
BSP generation successful, writing portal file 'c:program filesvalve hammer editormapsaim_riverbank.prt'
SolidBSP [hull 1] 294 (0.02 seconds)
SolidBSP [hull 2] 295 (0.02 seconds)
SolidBSP [hull 3] 294 (0.02 seconds)
1.30 seconds elapsed
--- END hlbsp
---** Executing...
** Command: C:PROGRA~1ZHLThlvis.exe
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank"
hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to
(amckern@yahoo.com)--- BEGIN hlvis
---Command line: C:PROGRA~1ZHLThlvis.exe "c:program filesvalve hammer editormapsaim_riverbank"
119 portalleafs
251 numportals
= Current hlvis Settings =Name | Setting | Default
------------------|-----------|------------------------threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)
average leafs visible: 35
g_visdatasize:2040 compressed from 1785
0.13 seconds elapsed
--- END hlvis
---** Executing...
** Command: C:PROGRA~1ZHLThlrad.exe
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank"
hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to
(amckern@yahoo.com)--- BEGIN hlrad
---Command line: C:PROGRA~1ZHLThlrad.exe "c:program filesvalve hammer editormapsaim_riverbank"
= Current hlrad Settings =Name | Setting | Default
-------------------|---------------------|------------------------threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]
global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]
custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
[Reading texlights from 'C:PROGRA~1ZHLTlights.rad']
[59 texlights parsed from 'C:PROGRA~1ZHLTlights.rad']
3447 faces
Create Patches : 16966 base patches
0 opaque faces
175222 square feet [25232058.00 square inches]
1 direct lights
BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (87.14 seconds)
visibility matrix : 17.2 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (16.97 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (25.23 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.86 seconds)
Transfer Lists : 13283648 : 13.28M transfers
Indices : 3815200 : 3.64M bytes
Data : 53134592 : 50.67M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.83 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.58 seconds)
147.91 seconds elapsed [2m 27s]
--- END hlrad
---** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank.bsp" "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strikecstrikemapsaim_riverbank.bsp"
** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank.pts" "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strikecstrikemapsaim_riverbank.pts"
** Executing...
** Command: C:PROGRA~1SteamSTEAMA~1X4XAAR~1COUNTE~2hl.exe
** Parameters: +map "aim_riverbank" -game cstrike -dev -console +deathmatch 1