Another lighting problem... but different.

  • Thread starter Thread starter PyroHiroshi
  • Start date Start date
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PyroHiroshi

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lightoff_by_PyroHiroshi.jpg
lighton_by_PyroHiroshi.jpg


You see that little poster... the textures on the map should look as dark as that... but they don't... Even when I take out all my lights the map isn't dark... WTF. Yeah... So I'm new to Hammer... I used to use Worldcraft but that was a long time ago. And besides... I have been searching for the solution for a while now... so help out...

Code:
** Executing...
** Command: "e:\steam\steamapps\pyrohiroshi\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\SourceMods\Pyro" "E:\MyMod\mapsrc\test"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: e:\steam\steamapps\SourceMods\Pyro\materials
Loading E:\MyMod\mapsrc\test.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\MyMod\mapsrc\test.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (19027 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (19027 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:\MyMod\mapsrc\test.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "e:\steam\steamapps\pyrohiroshi\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\SourceMods\Pyro" "E:\MyMod\mapsrc\test"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:\mymod\mapsrc\test.bsp
reading e:\mymod\mapsrc\test.prt
  79 portalclusters
 196 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 29 visible clusters (0.00%)
Total clusters visible: 3414
Average clusters visible: 43
Building PAS...
Average clusters audible: 78
visdatasize:2243  compressed from 2528
writing e:\mymod\mapsrc\test.bsp
1 second elapsed

** Executing...
** Command: "e:\steam\steamapps\pyrohiroshi\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\steam\steamapps\SourceMods\Pyro" "E:\MyMod\mapsrc\test"

Valve Software - vrad.exe (Mar  8 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:\mymod\mapsrc\test.bsp
320 faces
1 degenerate faces
60365 square feet [8692590.00 square inches]
0 displacements
0 square feet [0.00 square inches]
319 patches before subdivision
3045 patches after subdivision
4 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 30361, max 85
transfer lists:   0.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(54, 41, 32)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(6, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0068 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   3/1024          144/49152    ( 0.3%) 
brushes                 53/8192          636/98304    ( 0.6%) 
brushsides             327/65536        2616/524288   ( 0.5%) 
planes                 224/65536        4480/1310720  ( 0.3%) 
vertexes               588/65536        7056/786432   ( 0.9%) 
nodes                  207/65536        6624/2097152  ( 0.3%) 
texinfos                35/12288        2520/884736   ( 0.3%) 
texdata                  9/2048          288/65536    ( 0.4%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                  320/65536       17920/3670016  ( 0.5%) 
origfaces              165/65536        9240/3670016  ( 0.3%) 
leaves                 211/65536       11816/3670016  ( 0.3%) 
leaffaces              367/65536         734/131072   ( 0.6%) 
leafbrushes            163/65536         326/131072   ( 0.2%) 
surfedges             2190/512000       8760/2048000  ( 0.4%) 
edges                 1229/256000       4916/1024000  ( 0.5%) 
worldlights              4/8192          352/720896   ( 0.0%) 
waterstrips             27/32768         270/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           417/65536         834/131072   ( 0.6%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 1/512           352/180224   ( 0.2%) 
lightdata             [variable]      202364/0        ( 0.0%) 
visdata               [variable]        2243/16777216 ( 0.0%) 
entdata               [variable]        1714/393216   ( 0.4%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/206      ( 0.5%) 
pakfile               [variable]        9906/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]       19027/4194304  ( 0.5%) 
==== Total Win32 BSP file data space used: 315140 bytes ====

Linux Specific Data:
physicssurface        [variable]       19027/6291456  ( 0.3%) 
==== Total Linux BSP file data space used: 315140 bytes ====

Total triangle count: 887
Writing e:\mymod\mapsrc\test.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\MyMod\mapsrc\test.bsp" "e:\steam\steamapps\SourceMods\Pyro\maps\test.bsp"
 
Okay... now it seems to work suddenly... don't ask me why... I just restarted everything last night and the lights suddenly worked... Suppose it was just a problem with the rad compiling... Strange thing now is, it worked perfectly last night but this morning when I opened up Hammer there was nothing in my saved file... and I mean nothing... when I run it though it still shows that all the objects exist, including the 4 direct lights... but there's just nothing on the screen... this is getting extremely annoying...
 
your map was running at "fullbright" mode meaning that all the textures are fully lit. This is automatically set if you have no light entities in your map. If you have no light entities in you map, and want it completely dark, you may turn fullbright off by typing "mat_fullbright 0" into the console.
 
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