Forum posts

Posted 16 years ago2008-01-05 22:07:12 UTC
in Lights and lighting Post #242720
Oooh right. Thanks for that ;)

So you don't 'set' the visleafs, you sort of just modify the things inside the room so it configures itself more sensibly?
Posted 16 years ago2008-01-05 09:59:56 UTC
in Lights and lighting Post #242642
Yeah, I think it's a bit late for me to start fixing things up. It's the first thing I've built and I accept the fact that it's going to be shit.

I think I might leave it. When I built it, I had a couple of practice runs with building walls and stuff, but never realsed how much more to it there is.

http://www.youtube.com/watch?v=reXt0JEfv5w

That's what I've done so far, and yeah, I haven't fixed up the visleafs and lights. No matter how many times I read that site you gave me, I still don't get it. As far as I can understand, I should just func_detail every single wall I build...

And I have to experiment with lights. As you can see in that clip, fullbright is on because I haven't done any lighting.

If there's any brief feedback you want to give, you're most welcome.

Thanks everybody for helping me. I appreciate it.
Posted 16 years ago2008-01-04 09:39:32 UTC
in Lights and lighting Post #242571
Hm okay, so I'm going guess I put a "light_environment" outside on my skybox, and in each room that doesn't get enough light, I guess I'll put a "light" on the ceiling or just in the middle of the room?

Sorry for all the questions and stuff. I really have no idea what I'm doing...
Posted 16 years ago2008-01-04 08:44:26 UTC
in Lights and lighting Post #242568
Does that mean when I put light entities down, I have to put them in like every single room to make sure they're all lit? If so, what type of entity do I put down?
Posted 16 years ago2008-01-04 08:34:53 UTC
in Lights and lighting Post #242566
Thanks Ant for the guide. I had a look, and realised how bad my map was! This is my first map I'm working on.

Yeah, I don't think I'll really bother with all that... it looks too hard.

My map is just a building to walk around in, I guess it doesn't need to be really great... I could probably even leave it fullbright, and skip the vvis process.

All my walls and stuff aren't func_detail either.

I guess all of these things are considered during the making of the map? I take it you guys change all your walls to func_detail as you go and fix up all the visleafs everytime you make a new room?
Posted 16 years ago2008-01-03 11:50:33 UTC
in Lights and lighting Post #242445
Sigh. I'm not sure if I have the patience to go through all that compiling time. I guess geometry is what really matters most in my case.

One question though - If I do apply lights, in which results in fullbright being turned off, do I have to put a light in every room to make it light up?
Posted 16 years ago2008-01-03 11:01:14 UTC
in Lights and lighting Post #242439
Oh. Yeah, that'll explain it. Because allll the time, I've placed a bunch of entities outside the map as my "pallet". So yeah, I've had leaks all the time, until now when I've sort of learnt what they are and fixed them.

Riiiiiight.....

Well, this kind of sucks now. It takes so long to compile :'(

I've read the link to the Wiki, but I want to ask... do leaks really matter?
Posted 16 years ago2008-01-03 10:36:34 UTC
in Lights and lighting Post #242435
Hm, it didn't seem to take this long before... Or does the lighting have a large influence on it?
Posted 16 years ago2008-01-03 08:38:39 UTC
in Lights and lighting Post #242432
This is all very confusing. I tried that pointfile thing and found a leak. I don't know how to fix it. I also put a "light_environment" or whatever it is in.

The vvis part of the compiling takes ages. I can't be bothered waiting for it now and I just go to task manager and end the process to stop it...

I'm lost. I have no idea what this leak thing means. I've read that article you linked me to R1Co.
Posted 16 years ago2008-01-02 23:00:43 UTC
in Lights and lighting Post #242355
1) Thanks guys, I think I understand that now... for some reason I still feel I'm limited to the number of textures... I can't find one that looks nice. Nevermind.

2) Yeah, I'm not sure what fullbright is. I remember using it in Quake (original) so it's easier to see stuff, so I guess I understand what you mean by if it's on. How do I turn it off? I'll post my log:
** Executing...
** Command: "f:gamessteamsteamappsreddragon03sourcesdkbinep1binvbsp.exe"
** Parameters: -game "f:gamessteamsteamappsreddragon03counter-strike sourcecstrike" "C:Documents and SettingsWhite RazorMy DocumentsOtherSource Maps32"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: f:gamessteamsteamappsreddragon03counter-strike sourcecstrikematerials
Loading C:Documents and SettingsWhite RazorMy DocumentsOtherSource Maps32.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
** leaked **
Entity func_door_rotating (-779.50 -1215.55 -722.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_02rt"
Can't load skybox file skybox/sky_day02_02 to build the default cubemap!
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 (1) (919842 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4772 texinfos to 3135
Reduced 24 texdatas to 21 (550 bytes to 454)
Writing C:Documents and SettingsWhite RazorMy DocumentsOtherSource Maps32.bsp
10 seconds elapsed

** Executing...
** Command: "f:gamessteamsteamappsreddragon03sourcesdkbinep1binvvis.exe"
** Parameters: -game "f:gamessteamsteamappsreddragon03counter-strike sourcecstrike" "C:Documents and SettingsWhite RazorMy DocumentsOtherSource Maps32"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:documents and settingswhite razormy documentsothersource maps32.bsp
reading c:documents and settingswhite razormy documentsothersource maps32.prt
LoadPortals: couldn't read c:documents and settingswhite razormy documentsothersource maps32.prt

** Executing...
** Command: "f:gamessteamsteamappsreddragon03sourcesdkbinep1binvrad.exe"
** Parameters: -game "f:gamessteamsteamappsreddragon03counter-strike sourcecstrike" "C:Documents and SettingsWhite RazorMy DocumentsOtherSource Maps32"

Valve Software - vrad.exe SSE (Nov 8 2007)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:documents and settingswhite razormy documentsothersource maps32.bsp
No vis information, direct lighting only.
18848 faces
54 degenerate faces
1405210 square feet [202350320.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (141)
Build Patch/Sample Hash Table(s).....Done<0.0875 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 100/1024 4800/49152 ( 9.8%)
brushes 2333/8192 27996/98304 (28.5%)
brushsides 15883/65536 127064/524288 (24.2%)
planes 8460/65536 169200/1310720 (12.9%)
vertexes 28863/65536 346356/786432 (44.0%)
nodes 12404/65536 396928/2097152 (18.9%)
texinfos 3135/12288 225720/884736 (25.5%)
texdata 21/2048 672/65536 ( 1.0%)
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 18848/65536 1055488/3670016 (28.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9546/65536 534576/3670016 (14.6%)
leaves 12505/65536 400160/2097152 (19.1%)
leaffaces 21144/65536 42288/131072 (32.3%)
leafbrushes 7885/65536 15770/131072 (12.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 131096/512000 524384/2048000 (25.6%)
edges 74292/256000 297168/1024000 (29.0%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1772/32768 17720/327680 ( 5.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 30606/65536 61212/131072 (46.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4820644/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 196639/393216 (50.0%)
LDR leaf ambient 12505/65536 300120/1572864 (19.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 20787/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 919842/4194304 (21.9%)

Total Win32 BSP file data space used: 10505904 bytes

Total triangle count: 55098
Writing c:documents and settingswhite razormy documentsothersource maps32.bsp
2 minutes, 27 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsWhite RazorMy DocumentsOtherSource Maps32.bsp" "f:gamessteamsteamappsreddragon03garrysmodgarrysmodmaps2.bsp"
3) I followed the link you sent me R1Co, and added a static light prop with a spot light. That worked fine, but now my entire map is pitch black apart from where I placed those spot lights... Is fullbright turned off now?

4) Thanks Highlander, but I haven't done it yet. I'll try it soon.
Posted 16 years ago2008-01-02 07:16:50 UTC
in Lights and lighting Post #242280
Just a few questions about lights, if anybody can help that'll be appreciated.

1) Skybox.

How do you make the place look more mid day looking? I've asked this in another string in this forum but I didn't really understand it. I just used the skybox texture for the 'walls' and 'ceiling' of my map, and that seems to produce a sky that looks like it's going to rain.

2) 'Natural' lighting.

Is the lighting just bad in Source that shadows don't really get produced where they're physically supposed to? I don't seem to be getting much shadows where I think they're meant to be... like when I have the same textures near each other, you can bearly see they're different objects. I haven't used any light entities, I've only used the skybox texture that seems to make everything light up... is that right?

3) Light textures.

I'm using Hammer (Counter-Strike: Source) and I want to place lights on the ceiling. I want to use the same ones as what's in the cs_office map... are these decals? I tried placing some down but it came up with some huge thing that I have no idea what it is... it's like when I place the decal, it places down like a wall texture. Hm

4) Light entities.

Is there a way to make one room have different lighting than the next? I want to make a room pitch black, while other rooms lit like you have the light on... how do I do that?

Sorry to ask many questions, any help or links will be much appreciated.

Thanks in advance.
Posted 16 years ago2007-12-18 08:55:22 UTC
in Importing CSS models into Hammer Post #241436
Haha, don't apologise R1Co! Thanks for the help! I'll have a lookie :)
Posted 16 years ago2007-12-18 08:54:29 UTC
in Need help with Skybox Post #241435
Thanks for the link R1Co, I'll have a look around and experiement.

Thanks Madcow, but I don't want to use HDR. It looks great, but it increases compiling and stuff. It's not necessary for what I'm doing as well. Thanks anyway, I appreciate your help.
Posted 16 years ago2007-12-17 11:31:44 UTC
in Need help with Skybox Post #241335
Hi. I'm quite new to Hammer... and you probably have realised by my previous thread... and soon after you read this post...

I'm wondering how to make the sky more summer looking. Like, I use the skybox texture that makes it look like the word "SKYBOX", and the sky looks really miserable and like it's going to rain.

Is there a way I can make it look more sunny and not so full of dark clouds?

Cheers
Posted 16 years ago2007-12-15 11:13:01 UTC
in Importing CSS models into Hammer Post #241033
Actually, it turns out it's like any props I put down now... prop_static, prop_dynamic, prop_detail... etc.

I have no idea what the difference is between these. If somebody can please address my previous post, as well as define what the common props are (as in, what's static, and which prop is like a normal item in game (ie, I can pick up and toss with grav gun)) that'll be great. Thanks in advance.
Posted 16 years ago2007-12-15 11:02:52 UTC
in Importing CSS models into Hammer Post #241032
Thanks, I did that before. It worked, but it sort of messes things up for some reason. Like, Hammer goes all "flashy". And also, some things are set out differently like the entity properties. It's all very confusing. I guess I can try to get used to it.

Also, I'm having another problem. Some prop_static items I put in don't appear when I load up the map... Including the office chair I put in.

Once I put a stove in, and then tried putting another item (both in which were prop_static) the second item doesn't appear! It's so fustrating.
Posted 16 years ago2007-12-15 06:28:54 UTC
in Importing CSS models into Hammer Post #241009
Anybody know where I can get the model files for CSS and import them manually into Hammer?
Posted 16 years ago2007-12-14 22:29:08 UTC
in Importing CSS models into Hammer Post #240988
Hmm okay. That's annoying.

I tired loading my map using the "HL2 Hammer" (as in, I used the -engine ep1 command) and when I browse the World Models, it crashes!

This is annoying... I just want office equipment :'(

Can anybody give me an answer? There has to be somebody else other than R1Co that views this thread :(
Posted 16 years ago2007-12-14 21:03:25 UTC
in Importing CSS models into Hammer Post #240983
Nar, I'm creating more of a HL2 map. When I load Hammer, I seem to only do it for Episode 2, Portal, and Team Fortress 2. I load the maps in Garry's Mod because it's easier to use.

I use Episode 2 (it doesn't have HL2 for some reason). I hope this doesn't restrict anything.

I want to import CSS props/models because I can't seem to get them under "world model".
Posted 16 years ago2007-12-14 11:17:21 UTC
in Importing CSS models into Hammer Post #240882
Hi, I've been looking in the options and settings for ages in Hammer...

How can I import models from CSS into Hammer so when I build a map, I can place prop_static (or whatever) as an item from CSS?

For example, I want to place stuff like the chairs and tables seen in the CSS Map Office into my maps, so when I open up the map (using "map" command) in HL2 or GMod, I can see these office style chairs/tables.

Thanks in advance.