level unlit problem Created 19 years ago2004-12-13 02:27:24 UTC by calisto calisto

Created 19 years ago2004-12-13 02:27:24 UTC by calisto calisto

Posted 19 years ago2004-12-13 02:27:24 UTC Post #78054
I get this problem in the console when i run my map and it is all birght. I have lights in my map so why does it say its unit?
execing skill1.cfg
Executing listen server config file
32 player server started
couldn't exec listenserver.cfg
Adding master server 69.28.151.178:27011
Adding master server 207.173.177.12:27011
Connected to 127.0.0.1:27015

Counter-Strike: Source
Map: dustmarket
Players: 1 / 32
Build 2217
Server Number 1
Initializing renderer...
Level unlit, setting 'mat_fullbright 1'
--IS-- Calisto connected
Posted 19 years ago2004-12-13 02:54:44 UTC Post #78055
Did you run RAD? VIS? Any leaks? Post your compile log.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-13 03:37:39 UTC Post #78057
** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppscalistosourcesdk"

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppscalistocounter-strike sourcecstrikemapsdustmarket.vmf" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.vmf"

** Executing...
** Command: "C:Program FilesValveSteamSteamAppscalistosourcesdkbinvbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmaterials
Loading C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-816.0, 779.5, 28.0)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 245:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-816.0, 779.5, 28.0)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 245:

Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_dust...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (210292 bytes)
Building Physics collision data...
done (0) (210292 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.bsp
17 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 5

** Executing...
** Command: "C:Program FilesValveSteamSteamAppscalistosourcesdkzhlt30_beta4hlvis.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket"

Unknown option "-game"hlvis v3.0 rel 3.0 Beta 4 (Nov 11 2004)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern at amckern@yahoo.com)

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum `Search Function'.

= hlvis Options =
-full           : Full vis
-fast           : Fast vis
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #      : Alter maximum texture memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : don't generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-maxdistance #  : Alter the maximum distance for visibility
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
mapfile         : The mapfile to compile
** Executing...
** Command: "C:Program FilesValveSteamSteamAppscalistosourcesdkzhlt30_beta4hlrad.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket"

Unknown option "-game"
hlrad v3.0 rel 3.0 Beta 4 (Nov 11 2004)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern at amckern@yahoo.com)

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum `Search Function'.

= hlrad Options =
-sparse         : Enable low memory vismatrix algorithm
-nomatrix       : Disable usage of vismatrix entirely
-extra          : Improve lighting quality by doing 9 point oversampling
-bounce #       : Set number of radiosity bounces
-ambient r g b  : Set ambient world light (0.0 to 1.0, r g b)
-maxlight #     : Set maximum light intensity value
-circus         : Enable 'circus' mode for locating unlit lightmaps
-nopaque        : Disable the opaque zhlt_lightflags for this compile
-smooth #       : Set smoothing threshold for blending (in degrees)
-chop #         : Set radiosity patch size for normal textures
-texchop #      : Set radiosity patch size for texture light faces
-notexscale #   : Do not scale radiosity patches with texture scale
-coring #       : Set lighting threshold before blackness
-dlight #       : Set direct lighting threshold
-nolerp         : Disable radiosity interpolation, nearest point instead
-fade #         : Set global fade (larger values = shorter lights)
-falloff #      : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale #        : Set global light scaling value
-gamma #        : Set global gamma value
-sky #          : Set ambient sunlight contribution in the shade outside
-lights file    : Manually specify a lights.rad file to use
-noskyfix       : Disable light_environment being global
-incremental    : Use or create an incremental transfer list file
-dump           : Dumps light patches to a file for hlrad debugging info
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #    : Alter maximum lighting memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : Do not generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)
mapfile         : The mapfile to compile
there no leaks and my RAD and VIS are working right? :(
Posted 19 years ago2004-12-13 05:25:08 UTC Post #78064
Why oh why are you running HLVIS for a Source map?

Run vvis instead, the ZHLT tools do not work for Source.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-13 05:25:18 UTC Post #78065
ok this is the same error you asked about in another thread:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-816.0, 779.5, 28.0)
1. read the tut for setting up hammer i posted in here like 10 times in the last week. look where it says build programs. you're using valve compile tools for bsp, and zoners for vis, which didnt run... neither did rad.

2. have you looked closely at those coordinates to see if anything looks strange?

3. have you tried to delete and remake that area?

4. run all your compile tools at normal setting.

5. tick "don't run game" after you open the window where you select "normal" for all the compile tools.
Posted 19 years ago2004-12-14 00:41:29 UTC Post #78230
dont worry about it... it happens :P
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