Problem boy here... Created 8 years ago2016-03-17 17:11:47 UTC by kamyon95 kamyon95

Created 8 years ago2016-03-17 17:11:47 UTC by kamyon95 kamyon95

Posted 8 years ago2016-03-17 17:12:17 UTC Post #329417
Yea i know, i'm asking too much questions but, you can't learn without problems and results right? :)

Well i have a lighting texture problem. Take a look at this http://www.imgim.com/3769incim8070601.jpg.

Red lights shining. Blue lights too. But green lights don't shine. What should i do???
Posted 8 years ago2016-03-17 18:10:31 UTC Post #329421
Do you have any problem during the compilation ?
Posted 8 years ago2016-03-17 18:39:52 UTC Post #329422
No. Here's my log results:

** Executing...
** Command: Change Directory
** Parameters: C:\HL

** Executing...
** Command: Copy File
** Parameters: "C:\Valve Hammer Editor\rmf\no_escapeV2.map" "C:\Valve Hammer Editor\rmf\no_escapeV2.map"

** Executing...
** Command: C:\VALVEH~1\ZHLT34~1.ZIP\hlcsg.exe
** Parameters: "C:\Valve Hammer Editor\rmf\no_escapeV2"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:\VALVEH~1\ZHLT34~1.ZIP\hlcsg.exe "C:\Valve Hammer Editor\rmf\no_escapeV2"
Entering C:\Valve Hammer Editor\rmf\no_escapeV2.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 ]
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]

75 brushes (totalling 498 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.59 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.43 seconds)

Using Wadfile: \valve hammer editor\textures\half-life\halflife.wad
  • Contains 28 used textures, 100.00 percent of map (3116 textures in wad)
added 5 additional animating textures.
Texture usage is at 0.24 mb (of 4.00 mb MAX)
2.16 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\VALVEH~1\ZHLT34~1.ZIP\hlbsp.exe
** Parameters: "C:\Valve Hammer Editor\rmf\no_escapeV2"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:\VALVEH~1\ZHLT34~1.ZIP\hlbsp.exe "C:\Valve Hammer Editor\rmf\no_escapeV2"

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 ]
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] 500...1000...1500...2000...2500...3000...3500...3683 (0.39 seconds)
BSP generation successful, writing portal file 'C:\Valve Hammer Editor\rmf\no_escapeV2.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4473 (0.73 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...3724 (0.33 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4806 (0.78 seconds)
6.43 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:\VALVEH~1\ZHLT34~1.ZIP\hlvis.exe
** Parameters: "C:\Valve Hammer Editor\rmf\no_escapeV2"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:\VALVEH~1\ZHLT34~1.ZIP\hlvis.exe "C:\Valve Hammer Editor\rmf\no_escapeV2"
2036 portalleafs
6652 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%... (5.35 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (230.25 seconds)
average leafs visible: 254
g_visdatasize:175376 compressed from 519180
235.76 seconds elapsed [3m 55s]

--- END hlvis ---

** Executing...
** Command: C:\VALVEH~1\ZHLT34~1.ZIP\hlrad.exe
** Parameters: "C:\Valve Hammer Editor\rmf\no_escapeV2"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:\VALVEH~1\ZHLT34~1.ZIP\hlrad.exe "C:\Valve Hammer Editor\rmf\no_escapeV2"

= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 ]

[Reading texlights from 'C:\VALVEH~1\ZHLT34~1.ZIP\lights.rad']
[59 texlights parsed from 'C:\VALVEH~1\ZHLT34~1.ZIP\lights.rad']

8810 faces
Create Patches : 58435 base patches
0 opaque faces
751583 square feet [108227952.00 square inches]
2792 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (38.81 seconds)
visibility matrix : 203.5 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (165.44 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (77.33 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (71.32 seconds)
Transfer Lists : 400873840 : 400.87M transfers
Indices :    66515364 :   63.43M bytes
   Data :  1603495360 : 1529.21M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.24 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.95 seconds)
368.91 seconds elapsed [6m 8s]

--- END hlrad ---
Posted 8 years ago2016-03-17 19:02:03 UTC Post #329426
Is the light correctly placed ?
Did you give it a name ?
Didn't you check by accident the flag "Start off" (if there is) ?
Posted 8 years ago2016-03-17 19:12:49 UTC Post #329427
Yea it's correct i think...
No i don't give a name.
I controlled again and there's no checked flags.
If you want to see, here's the link:

http://www.megafileupload.com/n6du/no_escapeV2.rar (Click "free user" 2 times)
Posted 8 years ago2016-03-18 00:20:00 UTC Post #329435
If I had to guess, the red light texture is probably in the texture lights file whereas, the green one isn't. If this is true, The green lights texture needs to be added to Zoner's "lights.rad" following the same format as the other textures.
Moaby MoabyMk. III
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