Full brightness Created 19 years ago2005-07-24 11:38:24 UTC by Warrior Warrior

Created 19 years ago2005-07-24 11:38:24 UTC by Warrior Warrior

Posted 19 years ago2005-07-24 11:38:24 UTC Post #123160
I can't get this any more...my map keeps being full bright...here is my compile log. For extra information I have put worldspawn def. light level to 50. Also I have added extra light entities in a place where they dont bother me.

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: C:OHJELM~1VALVEH~1TOOLSHLCSG.EXE "C:OhjelmatiedostotValve Hammer Editormapsbreakout"
Entering C:OhjelmatiedostotValve Hammer Editormapsbreakout.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:
(0.11 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.06 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 7 used textures, 87.50 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 1 used texture, 12.50 percent of map (264 textures in wad)
added 1 additional animating textures.
Texture usage is at 0.18 mb (of 4.00 mb MAX)
0.33 seconds elapsed

--- END hlcsg ---

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: C:OHJELM~1VALVEH~1TOOLSHLBSP.EXE "C:OhjelmatiedostotValve Hammer Editormapsbreakout"

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)

BSP generation successful, writing portal file 'C:OhjelmatiedostotValve Hammer Editormapsbreakout.prt'
0.44 seconds elapsed

--- END hlbsp ---

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: C:OHJELM~1VALVEH~1TOOLSHLVIS.EXE "C:OhjelmatiedostotValve Hammer Editormapsbreakout"
2 portalleafs
0 numportals

= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.06 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:6 compressed from 2
0.06 seconds elapsed

--- END hlvis ---

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: C:OHJELM~1VALVEH~1TOOLSHLRAD.EXE "C:OhjelmatiedostotValve Hammer Editormapsbreakout"

= 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:OHJELMATIEDOSTOTVALVE HAMMER EDITORTOOLSlights.rad']
[1 texlights parsed from 'C:OHJELMATIEDOSTOTVALVE HAMMER EDITORTOOLSlights.rad']

762 faces
Create Patches : 12114 base patches
0 opaque faces
205487 square feet [29590208.00 square inches]
13 direct lights

BuildFacelights:
(5.66 seconds)
visibility matrix : 8.7 megs
BuildVisLeafs:
(12.74 seconds)
MakeScales:
(59.21 seconds)
SwapTransfers:
(15.82 seconds)
Transfer Lists : 26745064 : 26.75M transfers
Indices :     2311652 :    2.20M bytes
   Data :   106980256 :  102.02M bytes
GatherLight:
(18.07 seconds)
FinalLightFace:
(16.97 seconds)
130.00 seconds elapsed [2m 10s]

--- END hlrad ---
Posted 19 years ago2005-07-24 13:00:12 UTC Post #123179
All looks fine to me. You sure it's fullbright and not just badly lit? Also, why did you change the default light level?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-24 15:32:12 UTC Post #123231
Nothing seemed to work so I added lights and when that did not work I took them off. Then I changed the world spawn. AND NOTHING WORKS :nervous:
So it cannot be neither worldspawn's nor too many light entity's fault :
Posted 19 years ago2005-07-24 15:35:35 UTC Post #123232
Agreed, no errors in the compile log, do you see any shadows when walking in your map?
Posted 19 years ago2005-07-24 15:48:02 UTC Post #123237
Nope
Posted 19 years ago2005-07-24 16:36:37 UTC Post #123248
You tryed using a batch compiler?
Posted 19 years ago2005-07-24 16:38:41 UTC Post #123249
I already found the error, it dindt copy the map.bsp to your hl directory, make sure this is set-up right in your compiler/hammer.
Posted 19 years ago2005-07-24 18:19:26 UTC Post #123255
Lower the defualt light level to 0 then lets see how it looks! :)
Posted 19 years ago2005-07-26 13:45:34 UTC Post #123690
It makes the .bsp in my hammer/maps directory and then I copy it to Mod/maps directory.

It doesn't work if I set it on 0 or anything else
Posted 19 years ago2005-07-26 13:48:27 UTC Post #123692
And I tried to use batch compile :|
Posted 19 years ago2005-07-26 13:54:58 UTC Post #123693
Then my best guess would be that your tools are damaged, delete the zhlt zip and files and redownload them.
Posted 19 years ago2005-07-26 14:04:51 UTC Post #123694
Heh that's what i was about to suggest. And if that is the problem, then do a quick virus scan, cuz that's the only thing i can think of that coulda done that.

And nice to see your still here pepper, if i recall, didn't you leave(A few years back)? I'm not sure maybe it was someone else.
Posted 19 years ago2005-07-26 14:17:26 UTC Post #123696
Year ago yes, been here for a few months already i geuss. Aint visiting as much as i did before though. Got to much other things.
Posted 19 years ago2005-07-26 14:34:33 UTC Post #123697
I would strongly advise you not to delete your zhlt tools. If you can compile other maps without any problem, it's probably not corrupt tools.

If you have sky texture in your map and no lights, you'll get full brightness everywhere. Could that be the problem?
Posted 19 years ago2005-07-26 14:35:59 UTC Post #123698
Here, post the map, and i'll take a look at it.
Posted 19 years ago2005-07-26 15:14:00 UTC Post #123702
just make a box map... if it compiles and plays fine, it aint your tools
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-07-26 17:23:42 UTC Post #123742
What they said :nervous:
Habboi HabboiSticky White Love Glue
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