Spirit features not working Created 19 years ago2005-10-03 20:07:24 UTC by Half-dude Half-dude

Created 19 years ago2005-10-03 20:07:24 UTC by Half-dude Half-dude

Posted 19 years ago2005-10-03 20:07:24 UTC Post #139095
Hey all,

I cant believe I never noticed this before but I now realise that some of the features of Spirit dont work in my mod. The mapping features like multiple moving things attached to others, and doors on moving trains. But things like the particle effects and shiny surfaces dont show up.

I compile my map with these perimiters:

+map $file console -particles 50000 -dev -game xeno +map (---)

I downloaded the spirit skeleton folder and Im using it for my mod folder but I think that it doesnt have everything I need for example it didnt have the sprites that are needed to make the shines for shiny surfaces. I put them in but they still didnt work.

As you know the features DO work if I run my map in spirit but not if I run it in my mod.

Any ideas?
Posted 19 years ago2005-10-04 02:40:02 UTC Post #139165
Did you copy all the DLLs?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-04 18:45:58 UTC Post #139392
I got the spirit dll and client dll but its the orginal client dll, does it need the client dll from the spirit folder?
Posted 19 years ago2005-10-05 01:02:18 UTC Post #139425
Probably.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-05 02:35:14 UTC Post #139441
Yes, it does.
Posted 19 years ago2005-10-05 03:35:19 UTC Post #139447
Posted 19 years ago2005-10-06 21:37:47 UTC Post #139965
sorry but it still does not work. Not sure if it will help but here is my compile log.

** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:SIERRAHalf-LifeSpiritrmfsShinyWaterTest.map" "C:SIERRAHalf-LifexenomapsShinyWaterTest.map"

** Executing...
** Command: C:SIERRAHALF-L~1Spirithlcsg.exe
** Parameters: "C:SIERRAHalf-LifexenomapsShinyWaterTest"

hlcsg v2.5.3 rel Custom Build 1.6.1 (Sep 26 2002)
Zoner's Half-Life 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:SIERRAHALF-L~1Spirithlcsg.exe C:SIERRAHalf-LifexenomapsShinyWaterTest
Entering C:SIERRAHalf-LifexenomapsShinyWaterTest.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:
50%... (0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 10 used textures, 100.00 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-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifexenodn3d.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Including Wadfile: program fileszhltzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: sierrahalf-lifevalveverc_18.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: sierrahalf-lifevalvebarney.wad
  • Contains 0 used textures, 0.00 percent of map (408 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
added 5 additional animating textures.
Texture usage is at 0.26 mb (of 4.00 mb MAX)
0.05 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:SIERRAHALF-L~1Spirithlbsp.exe
** Parameters: "C:SIERRAHalf-LifexenomapsShinyWaterTest"

hlbsp v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life 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:SIERRAHALF-L~1Spirithlbsp.exe C:SIERRAHalf-LifexenomapsShinyWaterTest

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 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:SIERRAHalf-LifexenomapsShinyWaterTest.prt'
0.05 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:SIERRAHALF-L~1Spirithlvis.exe
** Parameters: -fast "C:SIERRAHalf-LifexenomapsShinyWaterTest"

g_fastvis = true
hlvis v2.5.3 rel Custom Build 1.6 (Jun 3 2002)
Zoner's Half-Life 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:SIERRAHALF-L~1Spirithlvis.exe -fast C:SIERRAHalf-LifexenomapsShinyWaterTest
8 portalleafs
14 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 [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...50%...60%... (0.00 seconds)
average leafs visible: 6
g_visdatasize:24 compressed from 8
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:SIERRAHALF-L~1Spirithlrad.exe
** Parameters: "C:SIERRAHalf-LifexenomapsShinyWaterTest"

hlrad v2.5.3 rel Custom Build 1.6.1 (Oct 9 2002)
Zoner's Half-Life 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:SIERRAHALF-L~1Spirithlrad.exe C:SIERRAHalf-LifexenomapsShinyWaterTest

= 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 ]

[Reading texlights from 'C:SIERRAHALF-L~1Spiritlights.rad']
[49 texlights parsed from 'C:SIERRAHALF-L~1Spiritlights.rad']

83 faces
Create Patches : 565 base patches
0 opaque faces
7901 square feet [1137799.88 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...80%...90%... (3.23 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
30%...60%...90%... (0.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
Transfer Lists : 77692 transfers
Indices : 29948 bytes
   Data : 310768 bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...80%...90%... (0.03 seconds)
3.45 seconds elapsed

--- END hlrad ---

** Executing...
** Command: C:SIERRAHALF-L~1hl.exe
** Parameters: +map "ShinyWaterTest" -console -particles 50000 -dev -game xeno +map "ShinyWaterTest"
Posted 19 years ago2005-10-07 01:08:57 UTC Post #139981
That all looks fine.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-08 21:38:47 UTC Post #140400
um ok.
Posted 19 years ago2005-10-09 07:24:32 UTC Post #140445
So, you're not getting shiny stuff...

Could it be that your hardware isn't good enough? I say this because when I tried running the bumpmapping mod (OpenGL) for HL1, the game crashed with a message saying my hardware was too old.
AJ AJGlorious Overlord
Posted 19 years ago2005-10-09 15:32:46 UTC Post #140544
yea, I don't get it either, (reflective surfaces, or shiny) but I think it's because I use Direct3D, and Software modes only.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-10-09 15:34:00 UTC Post #140545
Software SUCKS HARD
Posted 19 years ago2005-10-09 15:34:38 UTC Post #140547
lol :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-10-09 23:47:52 UTC Post #140587
No the shiny works when I run the map in spirit but it dosent when I run it out of my mod's folder.
Posted 19 years ago2005-10-10 02:07:08 UTC Post #140591
You running them both in Steam/both in WON?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-11 18:35:09 UTC Post #140969
wha? no in half-life, the old half-life that used won.
Posted 19 years ago2005-10-12 04:34:35 UTC Post #141002
Redownload and install Spirit to make sure you are up-to-date.
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