lighting prob....map to bright Created 20 years ago2004-09-08 23:13:30 UTC by Madcat_sean Madcat_sean

Created 20 years ago2004-09-08 23:13:30 UTC by Madcat_sean Madcat_sean

Posted 20 years ago2004-09-08 23:13:30 UTC Post #57707
My maps all are like blinding.....the maps are so off on the brightness.
is there any way to fix the strong bright light that fills my levels that i dont even have lights in??? :
Posted 20 years ago2004-09-08 23:55:15 UTC Post #57713
From the sound of it, you are using text lighting... I would make a seperate box, and put a light in it. So the player never actually sees it, but it wont count as the "no lights in the map!" gay error. Zoners tool automatically flood light a map with no lights. Thats whats happening.
TheGrimReafer TheGrimReaferADMININATOR
Posted 20 years ago2004-09-09 01:02:26 UTC Post #57717
You may have a leak, or are not running hlrad. Check your compile log for LEAK LEAK LEAK errors, or run your compile with hlrad and hlvis.

Texlighting would not cause such a problem unless you have set your texlight brightness to something like 2000 in your rad file.

And as far as I know, it's only qrad that gives "no lights in map" errors.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-09 01:47:56 UTC Post #57722
ok well went thro some things and its a no go on that......well i have no lights in my level at all just a info player start..and a few moving things and thats it.
see for your self

** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:SIERRAHalf-Lifevalvemapsskyscraper.map" "C:SIERRAHalf-Lifevalvemapsskyscraper.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsNEWONE~1hlcsg.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapsskyscraper"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolsNEWONE~1hlcsg.exe C:SIERRAHalf-Lifevalvemapsskyscraper
Entering C:SIERRAHalf-Lifevalvemapsskyscraper.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.52 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.93 seconds)

Using Wadfile: valvecondition zerovalvehalflife.wad
  • Contains 39 used textures, 97.50 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 1 used texture, 2.50 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvepwg7_copier_prefab.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
added 13 additional animating textures.
Texture usage is at 0.35 mb (of 4.00 mb MAX)
2.29 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsNEWONE~1hlbsp.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapsskyscraper"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolsNEWONE~1hlbsp.exe C:SIERRAHalf-Lifevalvemapsskyscraper

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:SIERRAHalf-Lifevalvemapsskyscraper.prt'
1.92 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsNEWONE~1hlvis.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapsskyscraper"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolsNEWONE~1hlvis.exe C:SIERRAHalf-Lifevalvemapsskyscraper
274 portalleafs
782 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%... (0.35 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.30 seconds)
average leafs visible: 68
g_visdatasize:6450 compressed from 9590
4.72 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsNEWONE~1hlrad.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapsskyscraper"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolsNEWONE~1hlrad.exe C:SIERRAHalf-Lifevalvemapsskyscraper

= 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 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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 ]

1423 faces
Create Patches : 5888 base patches
0 opaque faces
18036 square feet [2597238.50 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.

--- END hlrad ---

** Executing...
** Command: C:SIERRAHALF-L~1hl.exe
** Parameters: +map "skyscraper"
Posted 20 years ago2004-09-09 01:57:58 UTC Post #57724
Add a light entity.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-09 08:00:12 UTC Post #57757
Yah, as you can see it says you have n o lights, so automatically, it makes it like a leak. Just put in a light and watch it go... :nuts:
Luke LukeLuke
Posted 20 years ago2004-09-09 11:05:43 UTC Post #57781
Not having any light in your map when still compiling with zoners creates leaks? Is that true? Maybe that's why I couldn't find any wholes in my map. If it is, I'll have to fix that on mine. Thanks guys!

-Koozie :nuts:
Posted 20 years ago2004-09-09 11:07:53 UTC Post #57783
Zoners doenst create leaks, but it acts like a leak is there - no lights = fullbright.
The twos aren't associated.
Posted 20 years ago2004-09-09 11:40:05 UTC Post #57793
This not right at all right!
Don't say things like that, it only confuses people who don't know how it really is.
Having no light will cause the map to be fullbright.
Having leaks does that too, but it also causes the filling process to stop, no leafs being created and vis and rad not to run.
Posted 20 years ago2004-09-09 11:41:36 UTC Post #57794
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.
Posted 20 years ago2004-09-09 14:14:41 UTC Post #57810
thanks i did not know that with no lights in the map it went to full bright.
:D
Posted 20 years ago2004-09-09 15:11:03 UTC Post #57822
hazardous!, if you use Zoner's Compile Tools the map will be fullbright by default when there's no light or light_spot entity within the map.

On the contrary, when you use Hammer's default tools and there's no light entity, the map is going to be pitch black, assuming you run RAD in the compiling.

~spark
Posted 20 years ago2004-09-09 15:27:05 UTC Post #57823
BRRRP!
Wrong.
You don't need to have point lights, tex lights suffice.

Why did you say that at all?
Problem was solved, dangerous smattering was eliminated.
Posted 20 years ago2004-09-09 15:56:39 UTC Post #57832
lol
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