Weird lighting problem Created 17 years ago2007-04-13 17:13:46 UTC by trooperdx3117 trooperdx3117

Created 17 years ago2007-04-13 17:13:46 UTC by trooperdx3117 trooperdx3117

Posted 17 years ago2007-04-13 17:13:46 UTC Post #218947
** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editormapstunnel.map" "C:SIERRAHalf-Lifevalvemapstunnel.map"

** Executing...
** Command: C:PROGRA~1zhlthlcsg.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstunnel"

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:SIERRAHalf-Lifevalvemapstunnel
Entering C:SIERRAHalf-Lifevalvemapstunnel.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
SetModelCenters:
20%...40%...60%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...80%...90%... (0.27 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 23 used textures, 85.19 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalverain.wad
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: sierrahalf-lifevalveosprey_wad.wad
  • Contains 0 used textures, 0.00 percent of map (9 textures in wad)
Using Wadfile: sierrahalf-lifevalveopfor.wad
  • Contains 0 used textures, 0.00 percent of map (332 textures in wad)
Using Wadfile: sierrahalf-lifevalveaircraft_carrier.wad
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: sierrahalf-lifevalvedetailed_explorer.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Including Wadfile: sierrahalf-lifevalvezhlt.wad
  • Contains 1 used texture, 3.70 percent of map (8 textures in wad)
Using Wadfile: sierrahalf-lifevalvehummer.wad
  • Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: sierrahalf-lifevalvecars.wad
  • Contains 3 used textures, 11.11 percent of map (73 textures in wad)
Using Wadfile: sierrahalf-lifevalveelon_yariv.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Warning: More than 8 wadfiles are in use. (13)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 3 additional animating textures.
Texture usage is at 0.31 mb (of 4.00 mb MAX)
0.39 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1zhlthlbsp.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstunnel"

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:SIERRAHalf-Lifevalvemapstunnel

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] 364 (0.03 seconds)
BSP generation successful, writing portal file 'C:SIERRAHalf-Lifevalvemapstunnel.prt'
SolidBSP [hull 1] 500...575 (0.08 seconds)
SolidBSP [hull 2] 500...557 (0.06 seconds)
SolidBSP [hull 3] 500...603 (0.09 seconds)
0.50 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1zhlthlvis.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstunnel"

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:SIERRAHalf-Lifevalvemapstunnel
198 portalleafs
665 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%... (0.08 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.86 seconds)
average leafs visible: 54
g_visdatasize:4656 compressed from 4950
1.95 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1zhlthlrad.exe
** Parameters: -extra "C:SIERRAHalf-Lifevalvemapstunnel"

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 -extra C:SIERRAHalf-Lifevalvemapstunnel

= 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)[ on ] [ 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']

835 faces
Create Patches : 4001 base patches
0 opaque faces
30175 square feet [4345281.00 square inches]
42 direct lights

BuildFacelights:
10%...20%...Warning: Too many direct light styles on a face(3307.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3300.583252,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3302.500000,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3291.833252,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3293.916748,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3287.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3280.583252,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3289.166748,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3278.500000,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3267.833252,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3267.833252,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3273.916748,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3267.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3267.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3260.583252,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3260.583252,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3265.166748,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3265.166748,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3254.500000,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3254.500000,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3243.833252,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3243.833252,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3253.916748,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3253.916748,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3247.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3247.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3240.583252,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3240.583252,504.610748,-346.687500)
[message length limit exceeded]

(cut)
Posted 17 years ago2007-04-13 17:26:53 UTC Post #218948
First of all:

Warning: More than 8 wadfiles are in use. (13)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

No more then 8 wads are allowed. More could cause problems.

Second of all:

Warning: Too many direct light styles on a face

Before i explain to you what is causing this, do you have any lights that:
  • can be turned on/off (toggle)
  • have dynamics (flicker/strobe animations)
  • have names but cannot be turned on/of or don't have dynamics?
Posted 17 years ago2007-04-13 17:29:08 UTC Post #218949
It means there are too many point light with diffrent styles entities that are connected direct line of view to a face. By styles I mean, light colours, light apearence, including costum apearence and also each light that can be toggled on/off has a diffrent lighting style. The maximum of lighting styles on a face is 7. If you have at list 7 togglable lights that have a direct line of view to a face thats what causing the problem.

I'm not sure, but I think with togglable lights the max is 3 not 7 like with lights with diffrent styles. I remember that I had a room with 4 togglable lights and this error showed up. But you better check out yourseld, I'm not certain I remember correctly.
Posted 17 years ago2007-04-13 17:29:40 UTC Post #218950
You have too many dynamic lights in one area. Dynamic lights are ones that can be turned on and off, flicker, etc. In other words, it's anything that isn't static. (Note that so-called "dynamic" lighting in Half-Life isn't real dynamic lighting like modern games have, as it's still pre-calculated.)
Posted 17 years ago2007-04-13 17:32:06 UTC Post #218951
:lol: Three posts in a row about the same subject.
Posted 17 years ago2007-04-13 17:35:13 UTC Post #218952
Hey... Did Muzz edit his post in front of ours? I didn't think it was there when I last refreshed. :
Posted 17 years ago2007-04-13 17:39:33 UTC Post #218953
I didn't edit it, geuss i was just a little quicker.
Posted 17 years ago2007-04-13 17:40:59 UTC Post #218954
Tell that to the judge! I'll see you in court.
Posted 17 years ago2007-04-13 17:51:49 UTC Post #218957
I cannot move posts, so thats out of the question.

On topic now.
Posted 17 years ago2007-04-13 18:05:28 UTC Post #218961
Can you only have a max of three toggle lights in one map because I have roughly 6 toggle facelights which can only be turned off when in conjunction with normal lights
Posted 17 years ago2007-04-13 18:29:35 UTC Post #218966
No only 3 switchable lights that all have a direct line of view to a particular face. Entities don't block vis. You can have a lot more.
Posted 17 years ago2007-04-14 15:07:08 UTC Post #219065
ALLOCK BLOCK FULL ALOCK BLOCK FULL! DIE DIE DIE!!
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