light problem Created 19 years ago2005-01-12 23:41:52 UTC by guy guy

Created 19 years ago2005-01-12 23:41:52 UTC by guy guy

Posted 19 years ago2005-01-12 23:41:52 UTC Post #83471
when I place light_spot or light_dynamic in my map it only lights up models not brushes.
Posted 19 years ago2005-01-13 04:23:11 UTC Post #83476
Check the compile log and post it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-01-13 06:24:55 UTC Post #83483
** Executing...
** Command: "c:program filesvalvesteamsteamappslukeayerssourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappslukeayershalf-life 2hl2" "C:Program FilesValveSteamSteamAppslukeayerssourcesdk_contenthl2test"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappslukeayershalf-life 2hl2materials
Loading C:Program FilesValveSteamSteamAppslukeayerssourcesdk_contenthl2test.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppslukeayerssourcesdk_contenthl2test.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (9348 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppslukeayerssourcesdk_contenthl2test.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 5

** Executing...
** Command: "c:program filesvalvesteamsteamappslukeayerssourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappslukeayershalf-life 2hl2" "C:Program FilesValveSteamSteamAppslukeayerssourcesdk_contenthl2test"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:program filesvalvesteamsteamappslukeayerssourcesdk_contenthl2test.bsp
reading c:program filesvalvesteamsteamappslukeayerssourcesdk_contenthl2test.prt
2 portalclusters
1 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24 compressed from 32
writing c:program filesvalvesteamsteamappslukeayerssourcesdk_contenthl2test.bsp
1 second elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappslukeayerssourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappslukeayershalf-life 2hl2" "C:Program FilesValveSteamSteamAppslukeayerssourcesdk_contenthl2test"

Valve Software - vrad.exe (Dec 15 2004)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappslukeayerssourcesdk_contenthl2test.bsp
28 faces
9329 square feet [1343488.00 square inches]
0 displacements
0 square feet [0.00 square inches]
28 patches before subdivision
352 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 10540, max 76
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0009 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 10/1024 480/49152 ( 1.0%)
brushes 21/8192 252/98304 ( 0.3%)
brushsides 126/65536 1008/524288 ( 0.2%)
planes 126/65536 2520/1310720 ( 0.2%)
vertexes 97/65536 1164/786432 ( 0.1%)
nodes 71/65536 2272/2097152 ( 0.1%)
texinfos 25/12288 1800/884736 ( 0.2%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 28/65536 1568/3670016 ( 0.0%)
origfaces 20/65536 1120/3670016 ( 0.0%)
leaves 82/65536 4592/3670016 ( 0.1%)
leaffaces 28/65536 56/131072 ( 0.0%)
leafbrushes 45/65536 90/131072 ( 0.1%)
surfedges 192/512000 768/2048000 ( 0.0%)
edges 137/256000 548/1024000 ( 0.1%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 42136/0 ( 0.0%)
visdata [variable] 24/16777216 ( 0.0%)
entdata [variable] 8999/393216 ( 2.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/264 ( 0.4%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 9348/4194304 ( 0.2%)

Total Win32 BSP file data space used: 88989 bytes

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)

Total Linux BSP file data space used: 79641 bytes

Total triangle count: 56
Writing c:program filesvalvesteamsteamappslukeayerssourcesdk_contenthl2test.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppslukeayerssourcesdk_contenthl2test.bsp" "c:program filesvalvesteamsteamappslukeayershalf-life 2hl2mapstest.bsp"
Posted 19 years ago2005-01-13 17:09:45 UTC Post #83553
Lol thats the idea

You have to use a light entity

Light_dynamic is used to lights that swing :)
Point_spotlight is a small light
Habboi HabboiSticky White Love Glue
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