Fullbright Map Created 16 years ago2008-02-06 21:23:10 UTC by naserve naserve

Created 16 years ago2008-02-06 21:23:10 UTC by naserve naserve

Posted 16 years ago2008-02-06 21:23:10 UTC Post #245179
Hi, when I compile my map using ZHLT Compile GUI X? everything goes fine. Then when I start my map in half life it is fullbright. I tried turning lighting brightness down, didn't work. So then I removed all lights. Didn't work. Any ideas?
Posted 16 years ago2008-02-06 21:36:34 UTC Post #245180
Post a compile log so we can get a better idea as to where the problem may be. RAD tends not to run if there is a major problem with one of the other programs.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-02-06 21:42:36 UTC Post #245181
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:Program Fileseddi's ToolsZHLT Compile GUIZHLTHLCSG.EXE""C:Program FilesValve Hammer Editormapsmap_working_hope.map"
Entering C:Program FilesValve Hammer Editormapsmap_working_hope.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:
(0.14 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.34 seconds)

Using Wadfile: program filessteamsteamappshawkt0e@yahoo.comhalf-lifehalflife.wad
  • Contains 45 used textures, 95.74 percent of map (3116 textures in wad)
Using Wadfile: program filessteamsteamappshawkt0e@yahoo.comhalf-lifetempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filessteamsteamappshawkt0e@yahoo.comhalf-lifeopfor.wad
  • Contains 2 used textures, 4.26 percent of map (332 textures in wad)
Using Wadfile: program filessteamsteamappshawkt0e@yahoo.comhalf-lifeop4ctf.wad
  • Contains 0 used textures, 0.00 percent of map (296 textures in wad)
Using Wadfile: program filessteamsteamappshawkt0e@yahoo.comhalf-lifedecals.wad
  • Contains 0 used textures, 0.00 percent of map (245 textures in wad)
added 1 additional animating textures.
Texture usage is at 0.33 mb (of 4.00 mb MAX)
0.67 seconds elapsed

--- END hlcsg ---

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:Program Fileseddi's ToolsZHLT Compile GUIZHLTHLBSP.EXE""C:Program FilesValve Hammer Editormapsmap_working_hope.map"

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] 481 (0.06 seconds)
Warning: === LEAK in hull 0 ===
Entity monster_barney @ (-883,-1806,-1768)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 258 (0.05 seconds)
Warning: === LEAK in hull 1 ===
Entity info_player_start @ (-880,-1508,-1744)
SolidBSP [hull 2] 212 (0.02 seconds)
SolidBSP [hull 3] 273 (0.05 seconds)
Warning: === LEAK in hull 3 ===
Entity monster_barney @ (-883,-1806,-1768)
0.56 seconds elapsed

--- END hlbsp ---

hlvis 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 hlvis ---
Command line: "C:Program Fileseddi's ToolsZHLT Compile GUIZHLTHLVIS.EXE""C:Program FilesValve Hammer Editormapsmap_working_hope.map"
>> There was a problem compiling the map.
>> Check the file C:Program FilesValve Hammer Editormapsmap_working_hope.log for the cause.

--- END hlvis ---

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:Program Fileseddi's ToolsZHLT Compile GUIZHLTHLRAD.EXE""C:Program FilesValve Hammer Editormapsmap_working_hope.map"
>> There was a problem compiling the map.
>> Check the file C:Program FilesValve Hammer Editormapsmap_working_hope.log for the cause.

--- END hlrad ---
Posted 16 years ago2008-02-06 21:49:08 UTC Post #245182
Warning: === LEAK in hull 0 ===
Entity monster_barney @ (-883,-1806,-1768)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
There's your problem. Entities can't be placed outside the map in the 'void'. Absolutely everything needs to be, in some way, enclosed by brushes for a compile to go smoothly.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-02-06 21:54:57 UTC Post #245183
I deleted barney and it's still fullbright!
Posted 16 years ago2008-02-06 21:58:25 UTC Post #245184
Perhaps you have a leak somewhere and barney was simply near it?
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-02-06 21:59:45 UTC Post #245185
My pointfile shows all sorts of lines which run right into brushes, you can not see the void along the lines it shows

EDIt: just created a giant box around the map so even if there was a leak it wouldn't reach the void, and still fullbright
Posted 16 years ago2008-02-06 22:18:16 UTC Post #245186
Another thing to note is that Zoner's Tools use fullbright if there are no lights in your map at all.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-02-06 22:24:43 UTC Post #245187
zomg, thats it

Thanks for helping me make this work
Posted 16 years ago2008-02-07 03:04:20 UTC Post #245189
fix the leak - a big box around the map causes lag like nothing else. also, new version of ZHLT http://zhlt.info
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-02-07 09:57:15 UTC Post #245207
I know it adds lag but I can't find the leak, the point file doesn't even head toward an actual leak.

And I tried that, the 32bit download link is broken.
Posted 16 years ago2008-02-07 10:04:42 UTC Post #245208
See my post, 7 different way of finding leaks here
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