Forum posts

Posted 9 years ago2012-08-24 08:28:37 UTC
in lights.rad Post #309317
i have noticed when i use concretefloor texture i cant use lights.but when i use a dev_measuregeneric01 texture my lights is working.then i think i need lights.rad and detail.vbsp
Posted 9 years ago2012-08-24 08:17:30 UTC
in lights.rad Post #309316
I Dont Have Normal Lights.rad in my hammer.Even i changed my lights.rad sometimes.sometime light entity is not working,sometime light is working and light_spot is not working.Please Give Me Working lights.rad
Just Give Me a Link to download it.
Posted 9 years ago2012-08-24 06:48:53 UTC
in mat_fullbright 1 Post #309314
I Have Solved This Problem.Its Not About of "Leak".I Was Go To cstrike Folder and Take light.rad and detail.vbsp file and put in to steamapps/username/sourcesdk/hl2
And Now I Can Create Lights.

What is a Leak?
Posted 9 years ago2012-08-22 16:32:02 UTC
in mat_fullbright 1 Post #309262
What is a Leak.Explain it Better.I Can Give You Compile Log.
[quote]
** Executing...
** Command: "C:Program Files (x86)Source SDKbinvbsp.exe"
** Parameters: -game "C:GamesCounter-Strike Sourcecstrike" "C:sourcesdk_contentcstrikemapsrc3d_skybox_test"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: C:GamesCounter-Strike Sourcecstrikematerials
Loading C:sourcesdk_contentcstrikemapsrc3d_skybox_test.vmf
material "dev/dev_measuregeneric01b" not found
Material not found!: DEV/DEV_MEASUREGENERIC01B
material "dev/dev_measuregeneric01" not found
Material not found!: DEV/DEV_MEASUREGENERIC01
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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:sourcesdk_contentcstrikemapsrc3d_skybox_test.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (6441 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 21 texinfos to 16
Reduced 4 texdatas to 4 (89 bytes to 89)
Writing C:sourcesdk_contentcstrikemapsrc3d_skybox_test.bsp
0 seconds elapsed

** Executing...
** Command: "C:Program Files (x86)Source SDKbinvvis.exe"
** Parameters: -game "C:GamesCounter-Strike Sourcecstrike" "C:sourcesdk_contentcstrikemapsrc3d_skybox_test"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:sourcesdk_contentcstrikemapsrc3d_skybox_test.bsp
reading c:sourcesdk_contentcstrikemapsrc3d_skybox_test.prt
17 portalclusters
35 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: 167
Average clusters visible: 9
Building PAS...
Average clusters audible: 9
visdatasize:252 compressed from 272
writing c:sourcesdk_contentcstrikemapsrc3d_skybox_test.bsp
0 seconds elapsed

** Executing...
** Command: "C:Program Files (x86)Source SDKbinvrad.exe"
** Parameters: -game "C:GamesCounter-Strike Sourcecstrike" "C:sourcesdk_contentcstrikemapsrc3d_skybox_test"

Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:sourcesdk_contentcstrikemapsrc3d_skybox_test.bsp
104 faces
40213 square feet [5790720.00 square inches]
48 displacements
9988 square feet [1438401.88 square inches]
104 patches before subdivision
3802 patches after subdivision
3 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 10332, max 116
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(129, 106, 72)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0008 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 1/1024 48/49152 ( 0.1%)
brushes 18/8192 216/98304 ( 0.2%)
brushsides 108/65536 864/524288 ( 0.2%)
planes 86/65536 1720/1310720 ( 0.1%)
vertexes 154/65536 1848/786432 ( 0.2%)
nodes 61/65536 1952/2097152 ( 0.1%)
texinfos 16/12288 1152/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 48/0 8448/0 ( 0.0%)
disp_verts 13872/0 277440/0 ( 0.0%)
disp_tris 24576/0 49152/0 ( 0.0%)
disp_lmsamples 27107/0 27107/0 ( 0.0%)
faces 104/65536 5824/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 74/65536 4144/3670016 ( 0.1%)
leaves 63/65536 2016/2097152 ( 0.1%)
leaffaces 65/65536 130/131072 ( 0.1%)
leafbrushes 50/65536 100/131072 ( 0.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 726/512000 2904/2048000 ( 0.1%)
edges 396/256000 1584/1024000 ( 0.2%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 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%)
LDR lightdata [variable] 27004/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 252/16777216 ( 0.0%)
entdata [variable] 776/393216 ( 0.2%)
LDR leaf ambient 63/65536 1512/1572864 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 86722/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 6441/4194304 ( 0.2%)

Total Win32 BSP file data space used: 509774 bytes

Total triangle count: 222
Writing c:sourcesdk_contentcstrikemapsrc3d_skybox_test.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:sourcesdk_contentcstrikemapsrc3d_skybox_test.bsp" "C:GamesCounter-Strike Sourcecstrikemaps3d_skybox_test.bsp"[/quote]
Posted 9 years ago2012-08-22 09:16:58 UTC
in mat_fullbright 1 Post #309254
i dont know what you mean but help me how i can turn off mat_fullbright?I Tested to decompile de_cbble and i compiled it and all lights was worked perfect but when i create my map my lights doesnt works.help me
Posted 9 years ago2012-08-22 08:26:56 UTC
in mat_fullbright 1 Post #309252
I Cant Use Lights.I Place a light entity to my map.after i compile it.I Using mat_wireframe 1 and i dont see any light entity in there.and also in my map everywhere is lightly.i think when you put a light to there other areas must be dark and the light entity must be shine.but in there everywhere is lightly.i noticed when i write this: mat_fullbright i see this: "mat_fullbright" "1" "def: 0"
and i cant change 1 to 0.I Used sv_cheats 1 but again my map is full lightly.Please Help Me.
Posted 10 years ago2011-12-17 13:43:20 UTC
in HL2 Mod Shorcuts Post #301679
In The Hl1,If You Have Mod And If You Want To Run It You Doing This:
Adding hl.exe shortcut to desktop,and adding this lines to Directory:
"C:/Directoryofhl/hl.exe" -nomaster -game <modfolder>
But In Hl2,What Me Must Do?
Posted 11 years ago2011-06-11 10:06:20 UTC
in CSS cs_office map for cs1.6 Post #295475
I want new cs_office.bsp for cs1.6.Same in css(textures,models and others).How to Convert?if someone already have this map.pls give to me
Posted 11 years ago2011-05-22 07:55:04 UTC
in Func_vehicle Post #294878
hey guys,look the func_vehicle map in "problem maps" list
Posted 11 years ago2011-05-22 07:42:43 UTC
in Func_vehicle Post #294877
hey guys.i dont know my vehicle's lenght and wigth.how to know this?
Posted 11 years ago2011-05-18 11:48:52 UTC
in Func_vehicle Post #294735
I am not know.How to create a vehicle in hl?
Posted 11 years ago2011-04-11 11:24:18 UTC
in The model problem in cs1.6 Post #293396
I am don't write two post.I am click "Edit" button
Posted 11 years ago2011-04-11 10:44:03 UTC
in The model problem in cs1.6 Post #293393
write something.this joke is funny?
Posted 11 years ago2011-04-11 10:42:42 UTC
in The model problem in cs1.6 Post #293391
this is joke,i am don't send this message to somebody
Posted 11 years ago2011-04-11 10:30:07 UTC
in The model problem in cs1.6 Post #293390
No you don't get head.If you don't say thing,so you dont have head
Posted 11 years ago2011-04-11 10:13:38 UTC
in The model problem in cs1.6 Post #293387
What you get?
Posted 11 years ago2011-04-11 09:16:02 UTC
in The model problem in cs1.6 Post #293381
I am say my joke :

If you say:I am clever.This is false
If you say:I am fool.This is true
If you don't say this things,you don't have head
If you have head,this head is empty
Posted 11 years ago2011-04-11 09:10:33 UTC
in The model problem in cs1.6 Post #293380
Yes I am speak in Turkish.And you look the texture group,Vis groups,Browse and replace buttons.Under the this things you see toWorld and toEntity.

tie to entity = toEntity

If you click this button and you don't see something,you do this : create the block and select this block and click the toEntity button.

Yes my sentences don't have full means.
Posted 11 years ago2011-04-10 10:10:17 UTC
in The model problem in cs1.6 Post #293306
Thanks
Posted 11 years ago2011-04-10 09:34:52 UTC
in The model problem in cs1.6 Post #293303
Yes my english is bad.

Do you want what to say?I did not understand you.I am understand:I am do the true metod.Yes?
Posted 11 years ago2011-04-10 08:46:56 UTC
in The model problem in cs1.6 Post #293299
I am have model problem.I create cycler_sprite and 1 block.I select my model and block texture.Block texture is {blue (this is invisible).And plant the model in block.select block and press tie to entity.This take many times.And this don't good.If you have new fgd. please give this fgd. :)