night map Created 20 years ago2004-08-14 07:58:53 UTC by gotrick gotrick

Created 20 years ago2004-08-14 07:58:53 UTC by gotrick gotrick

Posted 20 years ago2004-08-14 07:58:53 UTC Post #50899
i used the toturial on this site but still my map is not dark

** Executing...
** Command: Change Directory
** Parameters: "D:ValveSteamSteamAppsgotrickday of defeatvalve"

** Executing...
** Command: D:COMPIL~1hlcsg.exe
** Parameters: "d:program filesvalve hammer editormapstt_nomansland-test-02-night-01"

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: D:COMPIL~1hlcsg.exe "d:program filesvalve hammer editormapstt_nomansland-test-02-night-01"
Entering d:program filesvalve hammer editormapstt_nomansland-test-02-night-01.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%... (0.17 seconds)
SetModelCenters:
10%...20%...30%...40%... (0.00 seconds)
CSGBrush:
40%...50%...90%... (0.05 seconds)

Using Wadfile: editingwad'stt_bunker.wad
  • Contains 4 used textures, 80.00 percent of map (33 textures in wad)
Warning: ::FindTexture() texture CLIP not found!
Warning: ::LoadLump() texture CLIP not found!
Texture usage is at 0.20 mb (of 4.00 mb MAX)
1.81 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: D:COMPIL~1hlbsp.exe
** Parameters: "d:program filesvalve hammer editormapstt_nomansland-test-02-night-01"

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: D:COMPIL~1hlbsp.exe "d:program filesvalve hammer editormapstt_nomansland-test-02-night-01"

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)

Warning: === LEAK in hull 0 ===
Entity info_player_allies @ (-2048,-128, 100)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity info_player_allies @ (-2048,-128, 100)
Warning: === LEAK in hull 2 ===
Entity info_player_allies @ (-2048,-128, 100)
Warning: === LEAK in hull 3 ===
Entity info_player_allies @ (-2048,-128, 100)
2.00 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: D:COMPIL~1hlvis.exe
** Parameters: "d:program filesvalve hammer editormapstt_nomansland-test-02-night-01"

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: D:COMPIL~1hlvis.exe "d:program filesvalve hammer editormapstt_nomansland-test-02-night-01"
>> There was a problem compiling the map.
>> Check the file d:program filesvalve hammer editormapstt_nomansland-test-02-night-01.log for the cause.

--- END hlvis ---

** Executing...
** Command: D:COMPIL~1hlrad.exe
** Parameters: "d:program filesvalve hammer editormapstt_nomansland-test-02-night-01"

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: D:COMPIL~1hlrad.exe "d:program filesvalve hammer editormapstt_nomansland-test-02-night-01"
>> There was a problem compiling the map.
>> Check the file d:program filesvalve hammer editormapstt_nomansland-test-02-night-01.log for the cause.

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "d:program filesvalve hammer editormapstt_nomansland-test-02-night-01.bsp" "D:ValveSteamSteamAppsgotrickday of defeatdodmapstt_nomansland-test-02-night-01.bsp"

** Executing...
** Command: Copy File
** Parameters: "d:program filesvalve hammer editormapstt_nomansland-test-02-night-01.pts" "D:ValveSteamSteamAppsgotrickday of defeatdodmapstt_nomansland-test-02-night-01.pts"

** Executing...
** Command: D:ValveSteamSTEAMA~1gotrickDAYOFD~1hl.exe
** Parameters: +map "tt_nomansland-test-02-night-01" -dev -console

:confused:
Posted 20 years ago2004-08-14 08:17:17 UTC Post #50900
Your map has a leak. That's why no lighting calculation is performed.
http://www.slackiller.com/tommy14/errors.htm#leak
Posted 20 years ago2004-08-14 10:02:44 UTC Post #50911
hazardous, did you actually read all that, not just skimmed it?
Posted 20 years ago2004-08-14 10:31:27 UTC Post #50919
It's pretty hard to miss a leak even if you do just skim it. I'm starting to question if people actually read it before posting. :
Posted 20 years ago2004-08-14 12:21:57 UTC Post #50938
@ G_KID: Err, I don't know why you're asking. I looked for errors messages and found a leak message. That's all there is. I posted a link where to find help. What else should I do?
Posted 20 years ago2004-08-14 12:32:46 UTC Post #50941
Lol don't get moody.
I just asked whether you read it all. But I see your method of looking for the word error or leak is better than reading it all.
Posted 20 years ago2004-08-14 14:28:46 UTC Post #50959
well, actually, i think the fact that the map has a leak is so blatantly obvious you can't miss it. also use a wad that has the clip texture somewhere, or make your own, the compiler looks like it wasn't happy it cldnt find the clip texture.
and man, he wasn't being moody, he was being helpful.
Posted 20 years ago2004-08-14 16:35:18 UTC Post #50972
i did read the log and try to fix it but it doesn't help.... :x
Posted 20 years ago2004-08-14 16:57:42 UTC Post #50976
i would look through the log file and upload it in hammer to pinpoint the leak and block the hole with something like a brush.. You can't use an entity brush because they will cause more leaks. then your map will probobly be too dark cuz you were trying to make it darker but it didnt work. And then your map will leak because you put a light in the void and the roof is too short, but I think it should be Ok.
Posted 20 years ago2004-08-14 17:33:08 UTC Post #50978
Er, you cannot load log files into hammer.

You can load something called the pointfile into Hammer 3.5beta to trace a line to your leak. You can also do this in-game by running HL with -particles 10000 and typing pointfile in the console once your map is loaded.

If this doesn't track your leak so you can fix it, check to make sure all void facing brushes are not entities.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-14 18:30:19 UTC Post #50990
I don't like the pointfile much myself. Read this.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-12 02:19:32 UTC Post #58424
my problem like gotrick but whitout leak. I heve read the tutorial but my map still bright. What the hell whit this..... :(
Posted 20 years ago2004-09-12 02:41:24 UTC Post #58426
simehong2000:

If you have a problem different than the one being discussed, you should start a separate topic.

If you do post your problem, give us some additional information about it. There could be several reasons why the lighting in your map isn't as you'd like it or as you expect.

Help us help you! :)
Posted 20 years ago2004-09-27 01:28:44 UTC Post #62294
any way...just look and copy my map problem whit name de_ibiiold. :)
(look at map problem on this forums)
Posted 20 years ago2004-09-27 01:38:39 UTC Post #62298
duh....i am sorry something error when i try send my map (de_ibiiold).Please cancel don't copy de_ibiiold...error......!! :P
Posted 20 years ago2004-09-27 05:22:55 UTC Post #62327
holy crap. what are you talking about?! this thread is over a month old! start a new thread lol!

also i can't understand your english, what languages do you speak, i may speak one of them =P

sprachen sie deutche?

francois?

espanol?

to make a map dark, use a light_environment (point entity), and set it's brightness to around 20 - 40 to get a good night-time feel, but still have things visible, if you want it really dark, then use a brightness of 1 - 10.

brightness is located under the brightness line ( I THINK) AND IT IS TEH LAST LINE OF TEH FOUR NUMBERS, EG:

(oops caps lol)

255 255 234 200 <- 200 would be teh brightness; the first three are RGB in number form
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