Dark Maps Created 20 years ago2004-09-16 14:02:57 UTC by Rory Rory

Created 20 years ago2004-09-16 14:02:57 UTC by Rory Rory

Posted 20 years ago2004-09-16 14:02:57 UTC Post #59818
I read the tutorial on Dark Outdoor Maps, and i done everything it said, and even downloaded the map...Problem is nothings dark except the sky...Suggestions?
Posted 20 years ago2004-09-16 14:04:42 UTC Post #59819
well, you set up a dark sky texture right? well now you need a dark light, so make a light that's a light_spot and turn it to be black, that's what i do, oh, and make sure that the sky option is on yes
Posted 20 years ago2004-09-16 14:09:24 UTC Post #59821
Well when you compile make sure everything is on to normal/yes/on/full or whatever it is.
Everything like RAD, and VIS need to be compiled to make it not full bright, also try with less lights in your map.
Posted 20 years ago2004-09-16 14:10:41 UTC Post #59823
i have a light_environment color black and brightness of 2, not 200, 2..Still the level is lit up.
Posted 20 years ago2004-09-16 14:18:28 UTC Post #59824
Run compile properly, with everything on.
Posted 20 years ago2004-09-16 14:19:23 UTC Post #59825
did, still everything is lit
Posted 20 years ago2004-09-16 14:23:26 UTC Post #59829
If it dont work then try a basic light (ok only to see if its ur game)
if that works then thers a prob wit light_enviro
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-09-16 14:25:34 UTC Post #59832
if you mean add an entity "light", the map comeswith one, and if u can still see the "light"s with the whole map lit up, then this entity "light" is off.
Posted 20 years ago2004-09-16 14:26:34 UTC Post #59836
I take it you have no leak errors?
Posted 20 years ago2004-09-16 14:27:59 UTC Post #59838
its outdoors right!
well i noticed that cliffe etc light up

so use night, use light_enviroment and set brightness to say 100 or less and compile that (of course wit player start) and if that dont work then maybe its a setup or compile prob
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-09-16 14:28:02 UTC Post #59839
hehe agian, its the map that came with the tutorial. So everything is working properly, its something on my end thats not allowing me to see dark lighting.
Posted 20 years ago2004-09-16 14:29:40 UTC Post #59841
so u fixed it?

or are u saying its the map in example vault?
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-09-16 14:30:44 UTC Post #59842
post your error log rory
Posted 20 years ago2004-09-16 14:31:33 UTC Post #59845
where do i find it?
Posted 20 years ago2004-09-16 14:32:22 UTC Post #59847
wen u compile a box appears lets see dat k copy dat

;)
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-09-16 14:33:54 UTC Post #59851
** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "c:downloadsdarksky"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering c:downloadsdarksky.map
CreateBrush: 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-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifetfccached.wad
Using WAD File: sierrahalf-lifetfcdecals.wad
Using WAD File: sierrahalf-lifetfctfc.wad
Using WAD File: sierrahalf-lifetfctfc2.wad
added 7 additional animating textures.
0 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "c:downloadsdarksky"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing c:downloadsdarksky.prt
0 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "c:downloadsdarksky"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
11 portalleafs
20 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (0)
average leafs visible: 5
visdatasize:22 compressed from 22
0.0 seconds elapsed

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "c:downloadsdarksky"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

109 faces
10909 square feet [1570923.25 square inches]
717 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (4)
visibility matrix: 0.0 megs
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (0)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 0.6 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(12266, 12266, 12266)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (1)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 2/400 128/25600 ( 0.5%)
planes 274/32767 5480/655340 ( 0.8%)
vertexes 150/65535 1800/786420 ( 0.2%)
nodes 44/32767 1056/786408 ( 0.1%)
texinfos 22/8192 880/327680 ( 0.3%)
faces 109/65535 2180/1310700 ( 0.2%)
clipnodes 224/32767 1792/262136 ( 0.7%)
leaves 25/8192 700/229376 ( 0.3%)
marksurfaces 154/65535 308/131070 ( 0.2%)
surfedges 566/512000 2264/2048000 ( 0.1%)
edges 284/256000 1136/1024000 ( 0.1%)
texdata [variable] 576/2097152 ( 0.0%)
lightdata [variable] 20811/2097152 ( 1.0%)
visdata [variable] 22/2097152 ( 0.0%)
entdata [variable] 685/131072 ( 0.5%)

Total BSP file data space used: 39818 bytes

5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:downloadsdarksky.bsp" "C:SierraHalf-Lifevalvemapsdarksky.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:downloadsdarksky.pts" "C:SierraHalf-Lifevalvemapsdarksky.pts"

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: +map "darksky" -dev -console
Posted 20 years ago2004-09-16 14:38:38 UTC Post #59856
dude ur using old compiling toolz (get zoners tools)

the q on qrad is for the game quake!
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-09-16 14:40:00 UTC Post #59858
where do i get that?
Posted 20 years ago2004-09-16 14:45:20 UTC Post #59863
With the new compiler, here is my log
** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "c:downloadsdarksky"

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:PROGRA~1VALVEH~1toolshlcsg.exe c:downloadsdarksky
Entering c:downloadsdarksky.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ 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 [ on ] [ 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%... (0.03 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.08 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 7 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifetfccached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK640'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING640'
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: sierrahalf-lifetfcdecals.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc.wad
  • Contains 0 used textures, 0.00 percent of map (279 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc2.wad
  • Contains 0 used textures, 0.00 percent of map (395 textures in wad)
added 7 additional animating textures.
Texture usage is at 0.11 mb (of 4.00 mb MAX)
0.84 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "c:downloadsdarksky"

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:PROGRA~1VALVEH~1toolshlbsp.exe c:downloadsdarksky

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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:downloadsdarksky.prt'
0.18 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "c:downloadsdarksky"

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:PROGRA~1VALVEH~1toolshlvis.exe c:downloadsdarksky
11 portalleafs
20 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.01 seconds)
average leafs visible: 5
g_visdatasize:44 compressed from 22
0.01 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "c:downloadsdarksky"

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:PROGRA~1VALVEH~1toolshlrad.exe c:downloadsdarksky

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ 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 ]

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

109 faces
Create Patches : 469 base patches
31 opaque faces
10909 square feet [1570923.25 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.53 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
20%...50%...70%... (0.51 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.01 seconds)
Transfer Lists : 66626 : 66.63k transfers
Indices :       10276 :   10.04k bytes
   Data :      266504 :  260.26k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.04 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.22 seconds)
3.58 seconds elapsed

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:downloadsdarksky.bsp" "C:SierraHalf-Lifevalvemapsdarksky.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:downloadsdarksky.pts" "C:SierraHalf-Lifevalvemapsdarksky.pts"

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: +map "darksky" -dev -console
Posted 20 years ago2004-09-16 14:47:56 UTC Post #59865
dark lighting still unfunctionable
Posted 20 years ago2004-09-16 14:59:02 UTC Post #59869
what colour is the light?
Posted 20 years ago2004-09-16 15:11:43 UTC Post #59875
Problem solved, thanks a bunch to jujitsuman, if you want the darkness to show up, make it a dark blue color...BLUE, TRANPARENT...I'm such a dumbass.
Posted 20 years ago2004-09-16 15:40:20 UTC Post #59904
The likely cause (For those that wonder) is that he only had the light environment (As a light entity/texture light). Since it had a colour of black, it can simply be considered discarded. Lights with a colour of 0 0 0 will not show anything, no matter the brightness.

So use a dark navy blue instead, it gives a night sky effect.
Posted 20 years ago2004-09-16 15:58:05 UTC Post #59921
hey wat about me if i hadnt told u to get zoners tollz ur maps wudnt be right or even work at all!!!!
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-09-16 16:15:08 UTC Post #59929
Maps can work without Zoners. VALVe made Half-Life with the Q tools.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-16 16:22:01 UTC Post #59933
Yeah, but half-life was made out of boxes, not complex spitter spatter everwhere. But even still, qtools work, but they suck ass.
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