Half Life map at fullbright with no leak Created 12 years ago2012-11-01 11:55:36 UTC by poorboy22 poorboy22

Created 12 years ago2012-11-01 11:55:36 UTC by poorboy22 poorboy22

Posted 12 years ago2012-11-01 11:55:36 UTC Post #310704
Hi guys. Here's my problem. Ive been mapping for a half life 1 mod i'm working on and it's been going fine till now. My first compile for testing was good, my lighting was correct and had no problems. I then continued to work on the map, adding models, a vent, transparent textures (which don't even show up ingame, sadly.) etc. Since then, everytime I compile to test my map it runs on fullbright, no lights, no shadows, just ugly. Ive researched the problem for a while now and the only answers i found were 'leaks'and problems with the map. Before compiling, i check for problems and none are found. (alt+p ofcourse) While compiling, there are no mentions of any leaks and i'm pretty sure there are none.

Ive even tried compiling with full vis and -maxlight parameter. (set to -1 for hlrad, im making a dark map with light_spot entities) So i honestly have no idea what is wrong and really need this problem fixed.

All help is greatly appreciated :) And sorry if this is posted in the wrong place, ive just signed up looking for help :)

-poorboy22
Posted 12 years ago2012-11-01 13:21:18 UTC Post #310706
You're in the right place, could you give us the entire compile log? that would speed things up.
rufee rufeeSledge fanboy
Posted 12 years ago2012-11-01 14:09:55 UTC Post #310707
These are my last two compiles:

** Executing...
** Command: Change Directory
** Parameters: "C:UsersEugeneKearnsDesktophalflife 1 directory"

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlcsg.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal" -nowadtextures

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:UsersEUGENE~1DOCUME~1VALVEH~1hlcsg.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"-nowadtextures
Entering c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.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 [ off ] [ 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%... (0.81 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.51 seconds)

Using Wadfile: userseugenekearnsdesktophalflife 1 directoryaomdccached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryparanoiaparanoia.wad
  • Contains 11 used textures, 39.29 percent of map (634 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryparanoiagfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryvalvehlbasics.wad
  • Contains 1 used texture, 3.57 percent of map (25 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryvalvehalflife.wad
  • Contains 15 used textures, 53.57 percent of map (3116 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryaomdcpldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: userseugenekearnsdesktophl projectimages for .wad filessupermarket.wad
  • Contains 1 used texture, 3.57 percent of map (48 textures in wad)
added 4 additional animating textures.
Texture usage is at 0.60 mb (of 4.00 mb MAX)
3.96 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlbsp.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

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:UsersEUGENE~1DOCUME~1VALVEH~1hlbsp.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

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:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.prt'
3.59 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlvis.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

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:UsersEUGENE~1DOCUME~1VALVEH~1hlvis.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"
1510 portalleafs
4702 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%... (7.89 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1861.41 seconds)
average leafs visible: 578
g_visdatasize:218045 compressed from 285390
1869.52 seconds elapsed [31m 9s]

--- END hlvis ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlrad.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

hlrad 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 hlrad ---
Command line: C:UsersEUGENE~1DOCUME~1VALVEH~1hlrad.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

= 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 [ 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 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

7390 faces
Create Patches : 27527 base patches
0 opaque faces
141535 square feet [20381172.00 square inches]
12 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (24.90 seconds)
visibility matrix : 45.2 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (151.65 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (53.87 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (21.61 seconds)
Transfer Lists : 43102216 : 43.10M transfers
Indices :    29066208 :   27.72M bytes
   Data :   172408864 :  164.42M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.14 seconds)
FinalLightFace:

** Executing...
** Command: Copy File
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.bsp" "C:UsersEugeneKearnsDesktophalflife 1 directorylostmemoriesmapssupermarket_normal.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.pts" "C:UsersEugeneKearnsDesktophalflife 1 directorylostmemoriesmapssupermarket_normal.pts"

** Executing...
** Command: C:UsersEUGENE~1DesktopHALFLI~1hl.exe
** Parameters: +map "supermarket_normal" -dev -console hl2.exe -game lostmemories -dev -console +sv_lan <1> +sv_cheats <0>
** Executing...
** Command: Change Directory
** Parameters: "C:UsersEugeneKearnsDesktophalflife 1 directory"

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlcsg.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal" -nowadtextures

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:UsersEUGENE~1DOCUME~1VALVEH~1hlcsg.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"-nowadtextures
Entering c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.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 [ off ] [ 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%... (1.86 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.01 seconds)

Using Wadfile: userseugenekearnsdesktophalflife 1 directoryaomdccached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryparanoiaparanoia.wad
  • Contains 11 used textures, 39.29 percent of map (634 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryparanoiagfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryvalvehlbasics.wad
  • Contains 1 used texture, 3.57 percent of map (25 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryvalvehalflife.wad
  • Contains 15 used textures, 53.57 percent of map (3116 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryaomdcpldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: userseugenekearnsdesktophl projectimages for .wad filessupermarket.wad
  • Contains 1 used texture, 3.57 percent of map (48 textures in wad)
added 4 additional animating textures.
Texture usage is at 0.60 mb (of 4.00 mb MAX)
9.47 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlbsp.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

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:UsersEUGENE~1DOCUME~1VALVEH~1hlbsp.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

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:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.prt'
14.31 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlvis.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal" -full

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:UsersEUGENE~1DOCUME~1VALVEH~1hlvis.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"-full
1510 portalleafs
4701 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 [ on ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (18.49 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1956.43 seconds)
average leafs visible: 558
g_visdatasize:212305 compressed from 285390
1975.59 seconds elapsed [32m 55s]

--- END hlvis ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlrad.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal" -maxlight -1

expected positive value after '-maxlight'
hlrad 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)

= 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)
-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
** Executing...
** Command: Copy File
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.bsp" "C:UsersEugeneKearnsDesktophalflife 1 directorylostmemoriesmapssupermarket_normal.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.pts" "C:UsersEugeneKearnsDesktophalflife 1 directorylostmemoriesmapssupermarket_normal.pts"

** Executing...
** Command: C:UsersEUGENE~1DesktopHALFLI~1hl.exe
** Parameters: +map "supermarket_normal" -dev -console hl2.exe -game lostmemories -dev -console +sv_lan <1> +sv_cheats <0>
Posted 12 years ago2012-11-01 14:45:49 UTC Post #310708
I don't know if this is relevant, but I have occasionally had compile errors as a result of my maps having long filenames (I believe - in most of the cases where this happens the file name is quite long). Seeing as your map is called 'supermarket_normal', this may be the case. Usually the problem manifests for me as the map suddenly deciding on the nth compile that it won't actually compile any changes, but it might be causing this. Try renaming the file and see if that works.

Apologies for only skimming over the compile logs, my brain isn't functioning to full capacity at the moment due to tiredness.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2012-11-01 15:39:57 UTC Post #310710
Thanks,I'll try that right now and see if it works.
Posted 12 years ago2012-11-01 16:38:22 UTC Post #310711
From the log you posted, it looks like you're compiling your map twice, all tools, CSG, BSP, VIS and RAD seem to run twice, but you're passing an invalid parameter (-maxlight -1) to rad when it runs for the second time, causing it to fail and thus making your map fullbright.

How are you compiling your map? Do you use Hammer to compile or do you use a front end? Also, the tools you're using are quite old. Look up VHLT on the SvenCoop forums to get the latest and best tools for GoldSource.
Posted 12 years ago2012-11-01 16:52:57 UTC Post #310714
The logs i posted were two seperate compiles. The first was yesterday (i think) and the second this morning (the one with the invalid parameter.) I thought adding the parameter would make a difference but it didn't. So no im not compiling my map twice :) but the problem still persists, i just tried compiling it with a shorter name (renamed it to "smarket", maybe wasn't short enough?) but still ran at fullbright.
I am using Hammer to compile with zhlt. I'll check vhlt in a sec.
Posted 12 years ago2012-11-01 17:00:43 UTC Post #310717
Did RAD complete without error this time?
Posted 12 years ago2012-11-01 17:12:27 UTC Post #310718
Sorry I still need to install vhlt now ( maaaaaaan :( ) hope the installation and configuration isn't too tricky but i'll see where i get and report back after the next compile (attempt)
Posted 12 years ago2012-11-01 18:07:47 UTC Post #310721
Just copy the files into a folder, and change vhe or your front end's paths to the vhlt exe's, there is an extra .txt file there that the tools take settings from so don't forget to edit that, you have to set the location of your .wad's.

-maxlight "-1" should work , the sign specifies a parameter so it thinks -1 is a new parameter not the option for the -maxlight.
rufee rufeeSledge fanboy
Posted 12 years ago2012-11-01 19:03:51 UTC Post #310726
Ahhhhh it worked! :) :) :) Thanks so much guys! I really appreciate this :D I'm definitely going to enjoy using this site. Going to make creating my mod much easier!

Again, thanks so much!
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