Duplication of texlights + bad surface e Created 6 years ago2017-07-01 20:09:54 UTC by seedee seedee

Created 6 years ago2017-07-01 20:09:54 UTC by seedee seedee

Posted 6 years ago2017-07-01 20:10:55 UTC Post #335852
Can someone help me out? I don't like errors, especially those that deny me playing the map.

Everything's dandy except for rad.
[quote]--- BEGIN hlrad ---
Command line: C:\VHLT\hlrad.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike\maps\de_chsc" -extra -lights C:\VHLT\lights.rad -estimate -low
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike\maps\de_chsc" -extra -lights C:\VHLT\lights.rad -estimate -low

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.001 ] [ 0.001 ]
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 light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.000 ] [ 1.000 ]
no emitter range [ off ] [ off ]

Load Textures:
Using Wadfile: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike\maps\de_chsc.wa_
26 textures referenced
Reading texlights from 'C:\VHLT\lights.rad'
Reading texlights from 'C:\VHLT\lights.rad'
Warning: Duplication of texlight 'KLOWN' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'SKKYLITE' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~LIGHT4A' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'GENERIC88A' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~FIFTS_LGHT3' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'DRKMTL_SCRN3' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'GLASSGREEN' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~FIFTIES_LGT2' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~LIGHT2A' in file 'C:\VHLT\lights.rad'!
0 opaque models
0 opaque faces
428 faces
Create Patches : 1391 base patches
18785 square feet [2705057.50 square inches]
84 direct lights and 16386 fast direct lights
1 light styles

BuildFacelights:
Error:
for Face 3 (texture +0~light2a) at
(-64.000 64.000 160.000) (-408.000 64.000 160.000) (-408.000 32.000 160.000) (-64.000 32.000 160.000)
Error: Bad surface extents (22 x 2)
Check the file ZHLTProblems.html for a detailed explanation of this problem

--- END hlrad ---[/quote]

I'm not worried about the duplications but I'm just curious why it decides to read lights.rad twice, causing the duplications. My command doesn't have -lights twice:
$light_exe -lights "C:\VHLT\lights.rad" -estimate -low
The main issue is the bad surface extents on the face with the florescent lights texture on it. It is scaled to 1.000 and aligned to -61, in fact all of my lights are scaled to 1.000 and there are no Alt+P errors. So this error should not be produced. Can someone help me out?

Here's the map, try compiling it for yourself if it helps
Posted 6 years ago2017-07-02 00:43:22 UTC Post #335854
Can't download your map atm, but try using info_texlights/light_surface instead. The .rad files are obsolete now.
It also can be that your textures aren't dividable by 16.
Posted 6 years ago2017-07-02 01:16:21 UTC Post #335855
You don't need to call lights.rad, the compile tools automatically load lights.rad and mapname.rad.

Your bad surface extents problem may or may not be related to this.
Posted 6 years ago2017-07-02 07:23:38 UTC Post #335860
@Windawz
Cd5 said he wanted to keep the map's filesize low, but shouldn't info_texlights be removed from the BSP after compiling? Yeah, better use info_texlights and/or light_surface.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-02 13:39:47 UTC Post #335866
Yeah. Me and admer had a theory that if an entity is closer to 0,0,0 the map size will be smaller, including texlights entities.

I just tried texlights, but the bad surface extents error is still produced. I tried changing the texture, deleting the texlights entirely, recreating the brushes but the error still persists
Posted 6 years ago2017-07-02 13:58:33 UTC Post #335867
Bad surface extents usually means you have faces that are too large and/or have a very low texture scale. Try increasing texture scale, dividing large faces or removing them.
Posted 6 years ago2017-07-02 14:13:34 UTC Post #335868
Large faces reminds me (thanks), I had subdivide on 512. I was making a test map a couple of days ago with that setting just to see if there is any big difference the higher you go. LOL

Problem solved :D
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