Dark Shadows Created 17 years ago2007-04-14 13:19:35 UTC by Kman8675 Kman8675

Created 17 years ago2007-04-14 13:19:35 UTC by Kman8675 Kman8675

Posted 17 years ago2007-04-14 13:19:35 UTC Post #219041
Posted 17 years ago2007-04-14 13:39:31 UTC Post #219045
Is that an actual sky-box or is it a textured box?!

These compiles have been run without vis and rad so the result isn't going to be exactly as it would be when fully compiled. As I see it, models take their light values from the texture they are...on, although I think its different with the player model.

Try doing a full compile
Posted 17 years ago2007-04-14 14:04:18 UTC Post #219051
Its the default "city" sky nobody would tell me how to get the cs_assault skybox =/. And I did do I full compile with vis and rad.
Posted 17 years ago2007-04-14 14:29:25 UTC Post #219054
It looks like you tied the entire map to an entity. Models are lit from whatever light is hitting the world brush below them. If you stand on an entity brush with nothing but the sky under it then models will be pitch black.
Posted 17 years ago2007-04-14 14:41:26 UTC Post #219057
Its not everywhere I go on the map. How do I fix this?
Posted 17 years ago2007-04-14 14:43:07 UTC Post #219058
Well where is it then? Everywhere outside, just in that one spot?
Posted 17 years ago2007-04-14 15:06:29 UTC Post #219064
looks fullbright.

Your hands there will do that when you're in a shadow. I assume there is constant light throughout the map, as I really don't see ANY shadows in the screenies?
Posted 17 years ago2007-04-14 16:01:06 UTC Post #219074
Posted 17 years ago2007-04-14 16:12:30 UTC Post #219077
1.Don't upload screenshots and PNGs.
2.Link directly to the image, not the Imageshack "my.php" page.
Posted 17 years ago2007-04-14 19:25:50 UTC Post #219094
Its mainly in the section I circled. I don't know how to fix this :

http://img264.imageshack.us/img264/8462/cs20070414192100sw0.jpg
Posted 17 years ago2007-04-14 19:31:19 UTC Post #219095
for the sake of fuck, man!
align those textures!
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-04-14 19:33:12 UTC Post #219096
Post your compile log.
Posted 17 years ago2007-04-14 20:56:24 UTC Post #219102
** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamsteamappsemailcounter-strike"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors" -wadinclude cs_assault -wadinclude cs_suxors_assault

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~1VALVEH~1toolshlcsg.exe "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"-wadinclude cs_assault -wadinclude cs_suxors_assault
Entering c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.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]
[cs_assault]
[cs_suxors_assault]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.64 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.81 seconds)

Using Wadfile: program filessteamsteamappsemailcounter-strikecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: program filessteamsteamappsemailcounter-strikecstrikehalflife.wad
  • Contains 114 used textures, 86.36 percent of map (3116 textures in wad)
Using Wadfile: program filessteamsteamappsemailcounter-strikecstrikeliquids.wad
  • Contains 1 used texture, 0.76 percent of map (32 textures in wad)
Including Wadfile: program filessteamsteamappscs_assault.wad
  • Contains 14 used textures, 10.61 percent of map (22 textures in wad)
Including Wadfile: program filessteamsteamappsemailcounter-strikecstrikezhlt.wad
  • Contains 1 used texture, 0.76 percent of map (8 textures in wad)
Including Wadfile: program filessteamsteamappsemailcounter-strikevalvecs_assault_suxors.wad
  • Contains 2 used textures, 1.52 percent of map (4 textures in wad)
added 29 additional animating textures.
Texture usage is at 2.34 mb (of 4.00 mb MAX)
1.92 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"

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~1VALVEH~1toolshlbsp.exe "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"

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] 500...1000...1500...2000...2500...2580 (0.13 seconds)
BSP generation successful, writing portal file 'c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2630 (0.13 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2438 (0.11 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2734 (0.14 seconds)
1.94 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"

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~1VALVEH~1toolshlvis.exe "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"
1455 portalleafs
4903 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%... (6.55 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1581.30 seconds)
average leafs visible: 301
g_visdatasize:165945 compressed from 264810
1587.97 seconds elapsed [26m 27s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"

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~1VALVEH~1toolshlrad.exe "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"

= 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~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

7673 faces
Create Patches : 54695 base patches
0 opaque faces
693223 square feet [99824176.00 square inches]
38 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (90.06 seconds)
visibility matrix : 178.3 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (271.73 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (182.63 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (35.38 seconds)
Transfer Lists : 77888066 : 77.89M transfers
Indices :    34173920 :   32.59M bytes
   Data :   311552264 :  297.12M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.59 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.59 seconds)
598.55 seconds elapsed [9m 58s]

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.bsp" "C:Program FilesSteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.pts" "C:Program FilesSteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.pts"

** Executing...
** Command: Copy File
** Parameters: +map "cs_assault_suxors" -game cstrike -dev -console +deathmatch 1
Posted 17 years ago2007-04-15 16:01:16 UTC Post #219176
Help?
Posted 17 years ago2007-04-15 16:47:00 UTC Post #219178
Are you skyboxing the entire map to prevent leaks? If you do have a leak, fix it, then apply a proper skybox.
Posted 17 years ago2007-04-15 16:59:19 UTC Post #219179
Does the model only appear dark while on those brushes?

They might just be funky brushes...

Remake them without error...

Test if they are funky by doing the check for problems tool (Alt p I think...)
Posted 17 years ago2007-04-15 18:11:23 UTC Post #219183
I found some errors on the map and clicked Fix on all of them I compiled but still the same problem.
Posted 17 years ago2007-04-15 18:13:13 UTC Post #219184
heh, well at least we solved those ;)

try remaking the brushes in the afflicted areas...
Posted 17 years ago2007-04-15 18:19:47 UTC Post #219186
Posted 17 years ago2007-04-15 22:21:48 UTC Post #219200
I also noticed that theres no shadows on the ground. Help?
Posted 17 years ago2007-04-16 15:35:57 UTC Post #219262
yeah, that means it's in fullbright.
Posted 17 years ago2007-04-16 16:52:43 UTC Post #219276
Well, how do I fix this? All I did was put one light_env outside.
Posted 17 years ago2007-04-16 17:08:19 UTC Post #219277
Outside... Outside where? Not outside the map, I do hope?

And yes, there are shadows. I can see them in the pics, they just aren't very pronounced.
Posted 17 years ago2007-04-16 20:00:35 UTC Post #219287
what are those blue brushes? If they are supposed tobe clip brushes, "to world" them and apply the "clip" texture to them.
Posted 17 years ago2007-04-16 20:38:24 UTC Post #219292
Those blue brushes are invisible brushes. Maybe this is causing the problem?
Posted 17 years ago2007-04-16 21:05:57 UTC Post #219299
yeah in that map there is really no reason to have those brushes there other then to clip players(stop players from crossing).. that map is so old that the "clip" texture/brush may have not been around.. try making them simply clip world brushes.. see what happens..
Posted 17 years ago2007-04-16 22:05:23 UTC Post #219300
There's only one kind of clip brush, and it's been around since the dawn of GoldSrc. What he has there is a brush with the invisible blue texture on it, and it's turned into a func_wall with the Render Mode set to "solid" and FX Amount set to "255". This blocks players AND bullets, which is why you should use CLIP brushes in situations like this. They only block player movement.
Posted 17 years ago2007-04-16 23:41:21 UTC Post #219307
I changed all my blue walls to the "clip" texture and selected all of them and clicked toWorld. I covered all the sides of them with the texture but I still get this error.

Error: No visibile brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
Howto Fix: self explanitory
Posted 17 years ago2007-04-17 01:34:43 UTC Post #219314
I'm not sure. I got my hands on the RMF, and I didn't find anything like that. Mostly just screwy brushwork, nothing that would cause that error.
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