Advanced compiling problem. Created 20 years ago2003-11-13 00:05:59 UTC by Marlborometal Marlborometal

Created 20 years ago2003-11-13 00:05:59 UTC by Marlborometal Marlborometal

Posted 20 years ago2003-11-13 00:05:59 UTC Post #4576
Simple, anytime I compile my map in expert mode WITHOUT (or with) anything my map compiles correctly but where there should be dark areas there are lighted ones... I checked out lights.rad, the ambient stuff in advanced compile, but nothing...
And if I compile them in normal mode I get the right results... ?Strange?. Sure. I need advanced compile to make full vis so it works faster so, ?What can I do with this problem?.
Posted 20 years ago2003-11-13 00:24:03 UTC Post #4577
I did a little thing... Added red to the ambient and saw all red... Why if I let them all to 0 or near I see much light???.
Posted 20 years ago2003-11-13 02:21:39 UTC Post #4579
Normal F9 compile defaults to VIS and RAD being off. You have to check the boxes to turn them on.
But since the map looks fine in Normal and wrong in Expert, then it could be a how you have your lights placed and the brightness, or a LEAK?? No that doesn't make sense?
Opposed to what logic might dictate, a light with a brightness/color value of "0 0 0 0" will actually appear as a light of color "255 255 255" with a mid level brightness.
Posted 20 years ago2003-11-13 08:20:40 UTC Post #4595
So... What I am supposed to do?... I?m thinking about comparing both compile logs since there are no Leaks (it ain?t floodlit) or lights with a value of 0 0 0 0 (well there are lights who start off but, does this mean a thing, it happens also in areas with lights on).
It?s really making me insane but I think it has to be with RAD: everything looks nice with deafult vis and default rad and results dramatically change in some rooms when they are expert... I cannot find a common thing in those rooms but still it works strange.
The map takes 30 min to compile in expert so isn?t suitable to be uploaded to the vault. Any suggestion?. I could upload a zip with pictures of what?s happening and so on, if it can help.
Posted 20 years ago2003-11-13 10:25:25 UTC Post #4597
How big's the .BSP?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-13 10:52:08 UTC Post #4608
About 415 kb. But since is done from a box and carved and has a sky box and some more EVIL stuff it takes a hell to compile.
Posted 20 years ago2003-11-13 12:08:00 UTC Post #4617
I?m near... My Glass_bright texture causes to light up areas when in advanced compile...
Posted 20 years ago2003-11-13 15:30:51 UTC Post #4634
Do you have my lights.rad? I set GLASS_BRIGHT to be a light-emitting texture as I use that only for external-touching windows!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-13 15:31:23 UTC Post #4635
Whoa, sorry; ignore that (misread the first post :roll: )
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-13 15:33:00 UTC Post #4636
How big's the .BSP?
Why not upload it? Limit's 2MB. Maybe include a screenshot of the command line you have on expert for RAD? There's a switch to specifiy a LIGHTS.RAD - maybe the advanced is using, say, LIGHTS2.RAD and the Normal mode's using LIGHTS.RAD :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-13 15:42:21 UTC Post #4637
Isn't glass_bright in lights.rad by default? It's in mine...
Posted 20 years ago2003-11-13 16:18:32 UTC Post #4644
um, and please don't carve your maps out of big boxes... you'l make the compiler tools cry
Posted 20 years ago2003-11-13 16:29:54 UTC Post #4648
Where'd you get that? The lighting tutorial? "By default" doesn't really apply, as all the versions people have are custom, basically.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-13 19:32:05 UTC Post #4663
Well, Fixed... It came that all floodlit rooms had that glass texture... Just changed it and it works very nice now... I don?t know weheter to post it now or wait a little, fix little errors and sent it then... You know, I spent hours compiling :P... It?s just a beta, shouldn?t be very good, right?...
Nice new avatar 7th... Who?s that :P.
Kol, when I made that map I didn?t know that there was another way of doing things... You know, it was really impressive for me to discover new ways and one thing I like about that bunch of maps is that they really show how my mapping evolved.
And though it works, I don?t know why it didn?t cast light in normal mode... I?ve got just one rad file... Strange.
Posted 20 years ago2003-11-13 23:02:05 UTC Post #4670
If your map is totally dark and you have any Brush that you have changed the Render Mode and FX amount on to make it translucent, then the brush will glow. It doesn't have to be Glass, but thats where we normally experience this problem. Someone else mentioned this recently....?
I don't think there is a fix for this. ??? but you can trick the map by putting a soft dull light behind the texture and make sure it is not Opaque, that gives the effect that a light is on somewhere, but not a bright one.
Posted 20 years ago2003-11-13 23:53:37 UTC Post #4675
You?re right Andy, bottles glow when I turn off lights (in HL, I mean)... I thought about a complicated system of func_wall_triggers that changed the thing when you turn off the light. The thing became worse when I wanted it to be breakable so I had to put on a shootable switch, a gib thrower and some multimanager stuff... It was THAT complicated that didn?t want to use it. Anyone who plays the map sees that glowing object as it glows in his/her map, why bother?. Let?s do something playable and forget about little things like these :) (I fail in doing something playable :().
By the way Andy, how much does increase the size of the BSP if I include the textures in it?. I?m about uploading something and it?s near the 2mb (only the bsps!). I was wondering if it was better to include a wad file in the zip for the player to locate it or if it was better to include it in the bsp... Maybe a batch file could do the installation thing with wads and models (yeah, talked about this before) so, any advantages in incluiding?.
Oh, another thing... For newbies like me, I found that using your own (name).rad file works cool, somehow my advanced compile works with a lights.rad that it?s hidden or included in the code. Using -lights myrad.rad solved the problem of incluiding new texlights...
And I?m moving to bed. It?s 3:55 AM here and I?m pretty tired.
See ya!!!!!.
Posted 20 years ago2003-11-15 04:48:15 UTC Post #4771
If the .bsp is 2Mb... how big is it in ZIP format, .bsp files normally reduce quite a bit. As for including textures.. The only ones you need to include are the textures that are listed in the texture tab (at the time you compile) that are not found in the Retail or Standard version of the game. Stripping textures out of .wad files is great and makes it easier, but when you come to distribute the map it makes things worse. I can't tell you how much bigger the .bsp will get unless I know what textures are included and their size.. But it will increase.
As for the lights.rad, I am not sure that there is one coded, but I always use my own the way you described.
You will have trouble trying to upload a map to the Vault if it is anywhere near 2Mb if you have a dial-up connection. Find someone to hoast it and save the heartache..
Posted 20 years ago2003-11-15 09:38:29 UTC Post #4796
Why not begin to upload .ace format? a 2900 kb rmf became 28 kb for me.
Posted 20 years ago2003-11-15 11:11:20 UTC Post #4799
RARs are usually best :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-15 20:03:09 UTC Post #4849
WinAce and WinZip compression is pretty much the same... I have tried both and haven't noticed a significant saving using either one. I will say however.... [b]Not[/b] everyone has the capability to save files in .rar or .ace format. It is generally accepted that [b]almost[/b] everyone has some form of .zip program (like the one that is standard with XP).
Reason I mention this is that I had never heard of .ace or .rar till I got maps from you two guy's :-)
Posted 20 years ago2003-11-16 04:03:31 UTC Post #4860
lol; different compression formats work better for different things, I think. RAR seems to work excellently for very large files (like WAVs).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-16 09:55:14 UTC Post #4879
http://www.winace.com It's shareware though :|
Posted 20 years ago2003-11-16 10:00:03 UTC Post #4882
So's WinRAR.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-16 14:31:43 UTC Post #4889
Not on topic: How many filetypes can winrar handle?
Posted 20 years ago2003-11-16 14:44:15 UTC Post #4890
No idea, sorry: www.winrar.com?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-17 23:10:17 UTC Post #4996
Think it handles Zips too.
You must be logged in to post a response.