light_environment? help plz :( Created 19 years ago2005-03-29 01:26:25 UTC by Xcite Xcite

Created 19 years ago2005-03-29 01:26:25 UTC by Xcite Xcite

Posted 19 years ago2005-03-29 01:26:25 UTC Post #99802
just dont get it...i have sky in the map but when i play all
is dark and i can't see anything so i try to put the
"light_environment" but evry thing i try that thing didn't work!
User posted image
i push ALT + ENTER and then:
pitch yaw roll - 0 0 0
pitch - 0
brithness - 255 255 128 200

i try to change the pitch to -90 or something but it not change anything
:roll:
Posted 19 years ago2005-03-29 03:18:55 UTC Post #99806
Change the brightness to something like 1000 and see if anything happens.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 03:42:57 UTC Post #99808
Or just add a pitch like -35 or somethin....
And in your map properties - check the dealfult light level. If its 0, try changing it to somethin like 20 or 50.. I'm not sure bout the dealf. light level, but it worked once for me... ;)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-03-29 09:34:58 UTC Post #99830
Yes Daubster is correct, leave the brightness at 200 and set the pitch at -35, or -45, and make the color a light blue if it's the middle of the day, and light red(pink) for morning, and fix the brightness for night, or dusk. Also fix the angle (Round circle compass thingy) to be facing which ever way you want the shadows to be cast.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-03-29 10:05:35 UTC Post #99847
are you using zoners Half-life compile tools or the ones that came with Hammer. becasue the ones that came with it light the map as all dark sometimes if rad doen't run right.
Posted 19 years ago2005-03-29 17:12:25 UTC Post #99929
M_gargantua i use with the hammer...what is the second thing
you talking about? :
Posted 19 years ago2005-03-29 17:16:59 UTC Post #99931
***

i use the "Zoners Compile Tools 2.5.3 Custom Build 1.7"
Posted 19 years ago2005-03-29 17:17:35 UTC Post #99932
They are far superior and you should immedately switch to them. They are available here.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-30 03:14:42 UTC Post #100035
i need to download from there "ZHLT 3.2.1" ? :o
Posted 19 years ago2005-03-30 11:37:01 UTC Post #100124
ok now it's write:
[Reading texlights from 'C:PROGRA~1VALVEH~1lights.rad']
[59 texlights parsed from 'C:PROGRA~1VALVEH~1lights.rad']

Warning: No vis information, direct lighting only.
what now...?
Posted 19 years ago2005-03-30 12:06:42 UTC Post #100129
I'm guessing you've either unchecked VIS or have a leaky map. Check the log, and then post it on el forumos here.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-30 14:52:25 UTC Post #100180
i don'y have leak in my map...
but what is the VIS information? :zonked:
Posted 19 years ago2005-03-30 14:59:49 UTC Post #100182
It's short for visibility, and is data on what is visible from where.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-30 15:12:30 UTC Post #100186
i don't sure i understand but way in the other compile version
no was any problem...

here is the log:
[quote]
** Executing...
** Command: Change Directory
** Parameters: F:steamsteamappsgangma@gmail.com

** Executing...
** Command: Copy File
** Parameters: "F:mymapsdust-new.map" "F:steamsteamappsgangma@gmail.comcounter-strikecstrikemapsdust-new.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1hlcsg.exe
** Parameters: "F:steamsteamappsgangma@gmail.comcounter-strikecstrikemapsdust-new"

hlcsg v3.1 rel 3.1 Beta (Mar 12 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1hlcsg.exe F:steamsteamappsgangma@gmail.comcounter-strikecstrikemapsdust-new
Entering F:steamsteamappsgangma@gmail.comcounter-strikecstrikemapsdust-new.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.73 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.45 seconds)

Using Wadfile: steamsteamappsgangma@gmail.comcounter-strikecstrikeliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: steamsteamappsgangma@gmail.comcounter-strikecstrikecs_dust.wad
  • Contains 18 used textures, 78.26 percent of map (28 textures in wad)
Using Wadfile: steamsteamappsgangma@gmail.comcounter-strikecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: steamsteamappsgangma@gmail.comcounter-strikecstrikefy_whc-il.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: steamsteamappsgangma@gmail.comcounter-strikecstrikehalflife.wad
  • Contains 5 used textures, 21.74 percent of map (3116 textures in wad)
added 1 additional animating textures.
Texture usage is at 0.63 mb (of 4.00 mb MAX)
2.56 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlbsp.exe
** Parameters: "F:steamsteamappsgangma@gmail.comcounter-strikecstrikemapsdust-new"

hlbsp v3.1 rel 3.1 Beta (Mar 12 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1hlbsp.exe F:steamsteamappsgangma@gmail.comcounter-strikecstrikemapsdust-new

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]
** Executing...
** Command: C:PROGRA~1VALVEH~1netvis.exe
** Parameters: "F:steamsteamappsgangma@gmail.comcounter-strikecstrikemapsdust-new"

Netvis must be run either as a server (-server)
or as a client (-connect servername)

netvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)

= netvis Options =
-full           : Full vis
-fast           : Fast vis
-connect address : Connect to netvis server at address as a client
-server          : Run as the netvis server
-port #          : Use a non-standard port for netvis
-rate #          : Alter the display update rate
-texdata #      : Alter maximum texture memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : don't generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
mapfile         : The mapfile to compile
In netvis one computer must be the server and all the rest are the clients.
The server should be started with : netvis -server mapname
And the clients should be started with : netvis -connect servername

The default socket it uses is 21212 and can be changed with -port
The default update rate is 60 seconds and can be changed with -rate

** Executing...
** Command: C:PROGRA~1VALVEH~1hlrad.exe
** Parameters: "F:steamsteamappsgangma@gmail.comcounter-strikecstrikemapsdust-new"

hlrad v3.1 rel 3.1 Beta (Mar 12 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1hlrad.exe F:steamsteamappsgangma@gmail.comcounter-strikecstrikemapsdust-new

= 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 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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~1lights.rad']
[59 texlights parsed from 'C:PROGRA~1VALVEH~1lights.rad']

Warning: No vis information, direct lighting only.[/quote]

i donwt understand the problem :
Posted 19 years ago2005-03-30 15:54:39 UTC Post #100196
Why are you using netvis? You shouldn't be.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-30 16:45:13 UTC Post #100203
i don't understand in this so good...
you can be more specific? :confused:
"netvis"...?
Posted 19 years ago2005-03-30 17:14:20 UTC Post #100205
you haven't set up your comile tools correctly. go here

http://www.twhl.co.za/tutorial.php?id=47

read it all if you haven't already

more importantly though, there is a picture near the bottom showing you the 'build programs' dialog. you haven't set those programs to the correct ones. fix that.
Posted 19 years ago2005-03-30 19:06:38 UTC Post #100221
Also you set them on fast.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-03-30 19:39:37 UTC Post #100258
NetVIS is for getting the visibility info onto your map (just like plain ol' VIS) except that it's done on a network. If I were you, I'd just use VIS.
Posted 19 years ago2005-03-31 12:51:59 UTC Post #100373
but all set correctly...that not my fist map :
User posted image
Posted 19 years ago2005-03-31 13:27:59 UTC Post #100377
Dude, listen to the pro's.

You have:

Vis Executable:
X:Program FilesValve Hammer Editornetvis.exe

It should be this:
X:Program FilesValve Hammer Editorvis.exe

Btw, why are all of your compile tools places in the Hammer's main directory? It should be:
X:Program FilesValve Hammer Editortoolsvis.exe
by default.

I suggest you get the new ZHLT here: http://www.zhlt.tk/
And use these! ;)
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