need help with texture lights Created 19 years ago2005-08-05 12:28:04 UTC by The fox The fox

Created 19 years ago2005-08-05 12:28:04 UTC by The fox The fox

Posted 19 years ago2005-08-05 12:28:04 UTC Post #126058
so i thought i had fixed this problem but nooo let me say how the situation is i had some light textures in my map before it worked good they lighted the roof etc now when im on the final compile the light textures dont give light to the roof just the floor i have not changed my lights.rad since i started with it and i have not moved the texture lights can anyone please help me? :zonked:
Posted 19 years ago2005-08-05 12:35:40 UTC Post #126062
can you post the compile log?
Posted 19 years ago2005-08-05 12:41:43 UTC Post #126063
sure

** Executing...
** Command: Change Directory
** Parameters: C:ProgramValveSteamSteamApps***half-life

** Executing...
** Command: Copy File
** Parameters: "C:Documents and Settings?garenMina dokumentMina mottagna filerhammerArea_Zero.map" "C:Documents and Settings?garenMina dokumentMina mottagna filerhammerbsp filesArea_Zero.map"

** Executing...
** Command: C:DOCUME~1GAREN~1MINADO~1MINAMO~1hammerhlcsg.exe
** Parameters: "C:Documents and Settings?garenMina dokumentMina mottagna filerhammerbsp filesArea_Zero"

hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlcsg ---
Command line: C:DOCUME~1GAREN~1MINADO~1MINAMO~1hammerhlcsg.exe "C:Documents and Settings?garenMina dokumentMina mottagna filerhammerbsp filesArea_Zero"
Entering C:Documents and Settings?garenMina dokumentMina mottagna filerhammerbsp filesArea_Zero.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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.52 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.17 seconds)

Using Wadfile: documents and settings?garenmina dokumentmina mottagna filerhammercached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: documents and settings?garenmina dokumentmina mottagna filerhammerdecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: documents and settings?garenmina dokumentmina mottagna filerhammerhalflife.wad
  • Contains 123 used textures, 91.11 percent of map (3116 textures in wad)
Using Wadfile: documents and settings?garenmina dokumentmina mottagna filerhammerliquids.wad
  • Contains 1 used texture, 0.74 percent of map (32 textures in wad)
Using Wadfile: documents and settings?garenmina dokumentmina mottagna filerhammerxeno.wad
  • Contains 11 used textures, 8.15 percent of map (264 textures in wad)
Including Wadfile: documents and settings?garenmina dokumentmina mottagna filerhammerzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (8 textures in wad)
added 37 additional animating textures.
Texture usage is at 1.93 mb (of 4.00 mb MAX)
5.41 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1GAREN~1MINADO~1MINAMO~1hammerhlbsp.exe
** Parameters: "C:Documents and Settings?garenMina dokumentMina mottagna filerhammerbsp filesArea_Zero"

hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlbsp ---
Command line: C:DOCUME~1GAREN~1MINADO~1MINAMO~1hammerhlbsp.exe "C:Documents and Settings?garenMina dokumentMina mottagna filerhammerbsp filesArea_Zero"

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] 500...1000...1500...1853 (0.34 seconds)
BSP generation successful, writing portal file 'C:Documents and Settings?garenMina dokumentMina mottagna filerhammerbsp filesArea_Zero.prt'
SolidBSP [hull 1] 500...1000...1500...1512 (0.27 seconds)
SolidBSP [hull 2] 500...1000...1304 (0.20 seconds)
SolidBSP [hull 3] 500...1000...1500...1627 (0.30 seconds)
4.22 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1GAREN~1MINADO~1MINAMO~1hammerhlrad.exe
** Parameters: "C:Documents and Settings?garenMina dokumentMina mottagna filerhammerbsp filesArea_Zero"

hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlrad ---
Command line: C:DOCUME~1GAREN~1MINADO~1MINAMO~1hammerhlrad.exe "C:Documents and Settings?garenMina dokumentMina mottagna filerhammerbsp filesArea_Zero"

= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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:DOCUME~1GAREN~1MINADO~1MINAMO~1hammerlights.rad']
Warning: Duplication of texlight '~LIGHT3E' in file 'C:DOCUME~1GAREN~1MINADO~1MINAMO~1hammerlights.rad'!
Warning: Duplication of texlight '~LIGHT3D' in file 'C:DOCUME~1GAREN~1MINADO~1MINAMO~1hammerlights.rad'!
[76 texlights parsed from 'C:DOCUME~1GAREN~1MINADO~1MINAMO~1hammerlights.rad']

Warning: No vis information, direct lighting only.
3362 faces
Create Patches : 14687 base patches
0 opaque faces
79745 square feet [11483332.00 square inches]
413 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (38.42 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds)
39.64 seconds elapsed

--- END hlrad ---
Posted 19 years ago2005-08-05 12:57:52 UTC Post #126068
You have some weird stuff going on.

for one, hlvis doesn't appear to be run during your compile. Notice the warning "..no vis information.."

Also, it appears you have duplicate entries in your lights.rad file. I suggest cleaning that up, at a minimum.

You using Hammer to compile or batch file or..? Take a look to see where you've missed running hlvis.
Posted 19 years ago2005-08-05 13:36:53 UTC Post #126091
well i have turned off VVis for my other map so i might have forgotted to turn it on on this map...duplicate entries you meen things that have the same name and diffrent numbers? ill clean it later then and i compile with Hammer ZHLT
Posted 19 years ago2005-08-05 13:45:03 UTC Post #126093
Just from years of experience, I'd suggest cleaning up things until you get no compile errors. Besides, it'll take maybe 1 minute to fix.

You think you have texlight problems and you're getting warnings about your texlights file. Something ring a bell here? Hmm? :

Also, funny things can happen if you have a brush that overlaps at all with a brush with a texlight texture applied.

Also, you can't have a texlight texture applied to an entity and expect normal lighting.

Just things to check.
Posted 19 years ago2005-08-05 16:42:06 UTC Post #126156
ah thank you so much its fixed now and its lightning normal again :biggrin: but i have another question i have setted a monster_tentacle in my map and made it do a scripted_sequence once that sequence has ended no matter how much sound i do the tentacle dont come up...why? do i need to put it up higher or something
Posted 19 years ago2005-08-06 09:36:38 UTC Post #126278
Ser att du ?r fr?n Sverige :biggrin:
Posted 19 years ago2005-08-06 19:07:14 UTC Post #126394
ja hehe :P i have another problem i set up a aiscripted_sequence and set the animation etc but the monster only preforms it once even tho in the model viewer it shows that its a idle animation is there any solution to this?
Posted 19 years ago2005-08-06 19:19:08 UTC Post #126395
For this use a scripted_seaquance and write the name of the idle animation in the idle animation value! ;) To make the monster do another animation afterward turn off this animation and after 0.1 secounds(not shorter) make it do another! :)
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