No VIS information... Created 17 years ago2006-09-01 19:18:30 UTC by a a

Created 17 years ago2006-09-01 19:18:30 UTC by a a

Posted 17 years ago2006-09-01 19:18:30 UTC Post #195351
I just made a relatively small, simple map, but when i complie it i get a message in the log saying "No VIS Data - direct lighting only" and as a result, placing a sky-light is not possible as it doesnt light the level.

What causes the error, and how do i fix it?

Thankyou for reading this... :glad:
Posted 17 years ago2006-09-01 19:23:34 UTC Post #195352
hmm.. couldnt even find it in Tommy14...

I'm stumped.. Post the entire compile log?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-09-01 19:28:43 UTC Post #195353
sounds like leak to me.....
Posted 17 years ago2006-09-01 20:11:35 UTC Post #195354
Yeah, its most likely a leak.
Posted 17 years ago2006-09-02 03:44:52 UTC Post #195366
Rad shows this message when vis didn't run from some reason. It can be a leak, a melformed face.

See if there is a leak and check for problems, especially the texture paticular to axis one.(Melformed face)
Posted 17 years ago2006-09-02 06:31:35 UTC Post #195374
There are no leaks that i can spot, and the compile log (see below) has no evidence of a leak that i can see (eg. no "LEAK LEAK LEAK" sign)

The reason i do not use Zoners Compile Tool is that they interfere with a program on my comptuer called SCADNET (mentioned before in a post several months ago) however, the ones taht come with hammer seem not to interfere with SCADNET hence i use them instead.

Also - see under "Qrad" - how do i fix that wierd problem with the texture lights?

** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "c:program filesvalve hammer editormapsmail_depot"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering c:program filesvalve hammer editormapsmail_depot.map
Entity 0, Brush 87: mixed face contentsCreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: sierrahalf-lifecprihlbarney.wad
Using WAD File: sierrahalf-lifecprihlbob.wad
Using WAD File: sierrahalf-lifecprihlcamo.wad
Using WAD File: sierrahalf-lifecprihlcamos and ospreys.wad
Using WAD File: sierrahalf-lifecprihlcs_747.wad
Using WAD File: sierrahalf-lifecprihldecals2.wad
Using WAD File: sierrahalf-lifecprihldecals.wad
Using WAD File: sierrahalf-lifecprihlhalflife.wad
Using WAD File: sierrahalf-lifecprihlliquids.wad
Using WAD File: sierrahalf-lifecprihlopfor.wad
Using WAD File: sierrahalf-lifecprihlxeno.wad
Using WAD File: sierrahalf-lifegearboxcs_assault.wad
added 17 additional animating textures.
1 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "c:program filesvalve hammer editormapsmail_depot"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
1 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "c:program filesvalve hammer editormapsmail_depot"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read c:program filesvalve hammer editormapsmail_depot.prt
No vising performed.

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "c:program filesvalve hammer editormapsmail_depot"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
ignoring bad texlight '//lights.rad
' in C:PROGRA~1VALVEH~1toolslights.radignoring bad texlight '//Add any custom "Texture light" Values into the end of this file
' in C:PROGRA~1VALVEH~1toolslights.radignoring bad texlight '//Example -
' in C:PROGRA~1VALVEH~1toolslights.radignoring bad texlight '//This would make the texture "mycustomcomputerscreen" have a yellow light, and emit 1000 brightness
' in C:PROGRA~1VALVEH~1toolslights.radignoring bad texlight '//Texture light bright values also tend to be less powerful then there point light sisters, so keep this in mind
' in C:PROGRA~1VALVEH~1toolslights.radignoring bad texlight '//when you are complieing your map
' in C:PROGRA~1VALVEH~1toolslights.rad[60 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

No vis information, direct lighting only.
1553 faces
102729 square feet [14793025.00 square inches]
6710 patches after subdivision
33 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (6)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 24/400 1536/25600 ( 6.0%)
planes 2708/32767 54160/655340 ( 8.3%)
vertexes 2177/65535 26124/786420 ( 3.3%)
nodes 808/32767 19392/786408 ( 2.5%)
texinfos 428/8192 17120/327680 ( 5.2%)
faces 1553/65535 31060/1310700 ( 2.4%)
clipnodes 2311/32767 18488/262136 ( 7.1%)
leaves 581/8192 16268/229376 ( 7.1%)
marksurfaces 1819/65535 3638/131070 ( 2.8%)
surfedges 7279/512000 29116/2048000 ( 1.4%)
edges 3766/256000 15064/1024000 ( 1.5%)
texdata [variable] 4140/2097152 ( 0.2%)
lightdata [variable] 252510/2097152 (12.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 4830/131072 ( 3.7%)

Total BSP file data space used: 493446 bytes

6 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsmail_depot.bsp" "C:SierraHalf-Lifegearboxmapsmail_depot.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsmail_depot.pts" "C:SierraHalf-Lifegearboxmapsmail_depot.pts"

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: +map "mail_depot" -game gearbox -dev -console

:biggrin:
Posted 17 years ago2006-09-02 07:06:51 UTC Post #195379
About the qrad problem, I'm guessing your version of WC/Hammer is newer than 2.1, which means you need to rename the valve.rad file in your Hammer directory to lights.rad, and put it in the same folder as your compile tools.

As far as the "Entity 0, Brush 87: mixed face contentsCreateBrush", thats usually caused by a brush having two different kinds of textures on it, ie one face is water and the rest is steel. Just go to Brush 87 and make sure that the entire object has the texture you want.
Posted 17 years ago2006-09-02 07:14:47 UTC Post #195380
Entity 0, Brush 87: mixed face contentsCreateBrush:
You have a brush that is textured with a tool texture, e.g. sky, clip, origin. Make sure its not mixed with normal textures.
Posted 17 years ago2006-09-02 07:18:32 UTC Post #195381
And try not to use so many WAD's. You should generally only use 6-8 at the most.
Posted 17 years ago2006-09-02 15:26:47 UTC Post #195426
3 of those wads are for 1 multiplayer map im making, so they can be deleted when i finish it... Also, i could probably merge "camos" and "Camo Ospreys" - as camos has only 5 textures or so...

Im going to transfer the map onto my laptop, so ill fix it on that on the return to zebrynsk' tonight (im on a business trip right now) and ill tell you if it works.

Thanks for the help ^^
Posted 17 years ago2006-09-06 10:46:53 UTC Post #195772
OK, i jsut fixed the problem, thankyou all for you help...

Does anybody know a any programs that i can download/buy cheaply that can zip files so that i can post this MP map once its complete? :biggrin:
Posted 17 years ago2006-09-10 15:48:55 UTC Post #196206
http://www.7-zip.org/

But use common extensions like .zip and .rar - not everyone has .7z file support.

And get some proper compile tools. qbsp qrad.. those are old and crap :P

Get some new (and faster) ones here: http://www.zhlt.info/
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