Problem using "light_spot" Created 18 years ago2006-02-24 09:11:40 UTC by ChapterNine ChapterNine

Created 18 years ago2006-02-24 09:11:40 UTC by ChapterNine ChapterNine

Posted 18 years ago2006-02-24 09:11:40 UTC Post #164780
I put a light_spot on my map, and set "Is sky" to "Yes".
But when compiling, the program locks up!
It stops at something that says:
Build FaceLights
Or something like that, see, I cannot copy the whole compile script as it locks up.
Please answer. Thank you.
Posted 18 years ago2006-02-24 09:13:00 UTC Post #164781
I'd say, set the 'Is Sky' to 'No' and use a light_environment for that instead...
Posted 18 years ago2006-02-24 09:19:25 UTC Post #164782
Ahnnn.... How do you made your sky???
A SkyBox can produce this effect...
And Captain is right, always use a light_environment...
Posted 18 years ago2006-02-24 09:21:51 UTC Post #164784
Aright. I'm a noob.
Does it make difference to you if I tell wich game I'm mapping?
I map cs 1.6.
Is there any tut on light_environment?
Posted 18 years ago2006-02-24 09:22:43 UTC Post #164785
Hrrm...
Is this fullbright?
User posted image
Posted 18 years ago2006-02-24 09:43:06 UTC Post #164787
That's fullbright, yes. No shadows, only an even 'lighting'.

The game doesn't matter in this case, you'll always need to use a light_environment if you want your sky brushes to emit light.
Light_spots are used to create, well, spotlights. They can be aimed at entities or set to shine in a certain direction by setting their angles. They cast light in that direction just like a spotlight would - a bright inner circle with a fading outer circle, so to say.

EDIT: That's a huge image filesize for it's size! Almost half a MB for that! With some decent .jpg optimizing, you can decimate the filesize!
Just thought I'd mention it... ;)
Posted 18 years ago2006-02-24 09:57:44 UTC Post #164790
Yupp. Thanks for that :p.
But the thing is, even if I'm using light_environment, the system locks up!
When at BuildFacelights, it locks up.
I can get into the game by killing the process "hlrad.exe".
But, the map is fullbright.
Here's the Compile Script:

** Executing...
** Command: Change Directory
** Parameters: "C:ProgramValve"

** Executing...
** Command: C:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlcsg.exe
** Parameters: "c:programvalvecstrikemap1tryfix2"

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:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlcsg.exe c:programvalvecstrikemap1tryfix2
Entering c:programvalvecstrikemap1tryfix2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)
SetModelCenters:
10%...20%...50%...60%...70%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.41 seconds)

Including Wadfile: documents and settingsoscar erlandssonmina dokumentmina mottagna filerhammer editor med appszonerszhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: documents and settingsoscar erlandssonmina dokumenthalflife[1].wadhalflife.wad
  • Contains 28 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: programvalvecstrikecstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: programvalvecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: programvalvecstrikeliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: documents and settingsoscar erlandssonmina dokumentcs_storm_the_storage.wad
  • Warning: Larger than expected texture (218412 bytes): '{C9WH'
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: documents and settingsoscar erlandssonmina dokumentmess.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
added 5 additional animating textures.
Texture usage is at 0.58 mb (of 4.00 mb MAX)
0.55 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlbsp.exe
** Parameters: "c:programvalvecstrikemap1tryfix2"

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:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlbsp.exe c:programvalvecstrikemap1tryfix2

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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:programvalvecstrikemap1tryfix2.prt'
0.84 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlvis.exe
** Parameters: "c:programvalvecstrikemap1tryfix2"

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:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlvis.exe c:programvalvecstrikemap1tryfix2
194 portalleafs
526 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.89 seconds)
average leafs visible: 63
g_visdatasize:4535 compressed from 4850
0.98 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:ProgramVALVEH~1hlrad.exe
** Parameters: "c:programvalvecstrikemap1tryfix2"

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlrad ---
Command line: C:ProgramVALVEH~1hlrad.exe c:programvalvecstrikemap1tryfix2

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ 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 [ 256.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

1753 faces
Create Patches : 15294 base patches
0 opaque faces
258205 square feet [37181528.00 square inches]
1 direct lights

BuildFacelights:

[EDIT: I KILLED "HLRAD.EXE" HERE. IF I HAD NOT, THE COMPILING WOULD BE STUCK HERE]

** Executing...
** Command: Copy File
** Parameters: "c:programvalvecstrikemap1tryfix2.bsp" "C:ProgramValvecstrikemapsmap1tryfix2.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:programvalvecstrikemap1tryfix2.pts" "C:ProgramValvecstrikemapsmap1tryfix2.pts"

** Executing...
** Command: C:ProgramValvehl.exe
** Parameters: +map "map1tryfix2" -game cstrike -dev -console +deathmatch 1

That's it. Anyone knows how to fix it?
Posted 18 years ago2006-02-24 10:17:39 UTC Post #164791
Aren't you just impatient? The rad process can take quite some time. How long did it take untill you killed it?
Posted 18 years ago2006-02-24 10:31:05 UTC Post #164792
Maybe. I killed it after... like... 5 secs?
Too little time..?
Well, I'll try waiting for like.. 1 min at least to see what happends.
But usually the whole compile takes me less than 5 secs....
Do you think that a single light_environment can affect the compiling time that much? :
Posted 18 years ago2006-02-24 10:41:39 UTC Post #164794
:aghast: :aghast: :aghast:
...
This was my silly fault. All i had to do was waiting.
Sorry for wasting your time. :zonked:
Posted 18 years ago2006-02-24 11:24:33 UTC Post #164797
Haha.. 5 secs of waiting?? :D
Some compiles can take up to 2 days if the map is really large, so get used to waiting.. ;)
Daubster DaubsterVault Dweller
Posted 18 years ago2006-02-24 11:57:17 UTC Post #164805
Get a batch compiler.

HLCC v1.4 from Snarkpit.net is a good one.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-02-24 15:21:14 UTC Post #164875
Pha, batch compiling isn't magic... :P Hammer does the job just fine. What's the time difference between a batch compile and a Hammer compile anyway? Come on, convince me of this... what real, feasible advantages has it? ;)
Posted 18 years ago2006-02-24 15:59:44 UTC Post #164877
Tell ya what, I'll compile with Nem's batch compiler and with Hammer's Compiler and time the difference, wont be much, but im pretty sure batch goes faster - It uses less system resources, therefore wont lag so much. Also, the error logs come out nicer, and you can see the 10%... 20%... ticker go up rather than just 10%.........100% like in Hammer, which gives you a better idea of how long things will take. Also wadincluding is much easier, you just check a box that says "Embed Textures" and it does it for you, I never got Wadinclude to work in Hammer =S Also Also there is a window transparency setting you can adjust.. Oooh Pretty... If I get around to it I'll pop back in with the results from the compiles.. or someone else could do it.. feel free.
Posted 18 years ago2006-02-24 16:17:47 UTC Post #164880
Ch9, the reason it originally locked up was not because it was broken, but because the RAD process takes alot of time. minutes, hours, even days in some cases. just give it time.

CP, Dorian, Daub, nemo, unb, I light_spot is accually better for skys. with "is sky" set to yes it acts like a light enviroment with better shadows.
Posted 18 years ago2006-02-24 16:44:36 UTC Post #164885
Ouch......... REALLY????????????????? :o
I'll try it in my home tonight...

ps: where are your gargantua avatar???
Posted 18 years ago2006-02-24 17:38:05 UTC Post #164893
I still have the garg on the flag.
Posted 18 years ago2006-02-24 18:04:00 UTC Post #164896
Captain P start using batch compiling. I used nem's batch compiler yesterday and it's awsome. It reduced the virtual memory use by 6 or something so the computer could still oporate normally and I could still use other programs. Not to mention that it really saved up alot of time.
Posted 18 years ago2006-02-24 18:26:21 UTC Post #164900
Elon here has a point. Batch Compiling FTW!

(If only i could finish my own Batch Compiler front end...)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2006-02-24 20:22:43 UTC Post #164912
I always use other programs while compiling from Hammer... ;)

But I'm interested, how much time does it really save?
Posted 18 years ago2006-02-24 20:59:12 UTC Post #164914
Less than the time it would take you to download the batch compiling tools and set them up correctly, from my experience. Internal compiling FTW!!
None of my HL1 maps take more than 5 minutes to compile.
Is there batch compiling for Source? How much time does it save?
Posted 18 years ago2006-02-24 21:46:36 UTC Post #164919
for single player if it starts takeing to long to compile make it 2 levels with a level change.
Posted 18 years ago2006-02-25 07:36:24 UTC Post #164947
This has gone way off-topic.
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