Problem with a Tutorial.

  • Thread starter Thread starter The Omega Theory
  • Start date Start date
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The Omega Theory

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http://www.akilling.org/akg/tutorials/wiseHangLamp.asp

F9ckeduplight.jpg


F9ckeduplight2.jpg


I've followed the Tutorial, double checked the settings but the lamp seems to be missing. I'm at a loss about what to do, some help would be much appreciated. I'm also somewhat confused by the whole room being lit up when I only made one light.(God, I hate being so new to Hammer.)
 
If your map is full bright like that in the game it means you have a leak.
You can search these forums for method to find the leaks.

Hint : Load pointfile.
 
** Executing...
** Command: "c:\program files\valve\steam\steamapps\the_omega_theory\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\The Mall" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\The Mall\maps\Test1"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\SourceMods\The Mall\materials
Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\The Mall\maps\Test1.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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\The Mall\maps\Test1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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) (6545 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (6545 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\The Mall\maps\Test1.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "c:\program files\valve\steam\steamapps\the_omega_theory\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\The Mall" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\The Mall\maps\Test1"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\sourcemods\the mall\maps\Test1.bsp
reading c:\program files\valve\steam\steamapps\sourcemods\the mall\maps\Test1.prt
4 portalclusters
3 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files\valve\steam\steamapps\sourcemods\the mall\maps\Test1.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\the_omega_theory\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\The Mall" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\The Mall\maps\Test1"

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

Loading c:\program files\valve\steam\steamapps\sourcemods\the mall\maps\Test1.bsp
30 faces
11384 square feet [1639424.00 square inches]
0 displacements
0 square feet [0.00 square inches]
30 patches before subdivision
974 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 38301, max 154
transfer lists: 0.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0019 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 1/1024 48/49152 ( 0.1%)
brushes 18/8192 216/98304 ( 0.2%)
brushsides 108/65536 864/524288 ( 0.2%)
planes 54/65536 1080/1310720 ( 0.1%)
vertexes 71/65536 852/786432 ( 0.1%)
nodes 18/65536 576/2097152 ( 0.0%)
texinfos 44/12288 3168/884736 ( 0.4%)
texdata 4/2048 128/65536 ( 0.2%)
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 30/65536 1680/3670016 ( 0.0%)
origfaces 22/65536 1232/3670016 ( 0.0%)
leaves 20/65536 1120/3670016 ( 0.0%)
leaffaces 32/65536 64/131072 ( 0.0%)
leafbrushes 31/65536 62/131072 ( 0.0%)
surfedges 236/512000 944/2048000 ( 0.0%)
edges 151/256000 604/1024000 ( 0.1%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 5/32768 50/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 60/65536 120/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 58360/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 1710/393216 ( 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] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 6545/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 89375 bytes ====

Linux Specific Data:
physicssurface [variable] 6545/6291456 ( 0.1%)
==== Total Linux BSP file data space used: 89375 bytes ====

Total triangle count: 88
Writing c:\program files\valve\steam\steamapps\sourcemods\the mall\maps\Test1.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\SourceMods\The Mall\maps\Test1.bsp" "c:\program files\valve\steam\steamapps\SourceMods\The Mall\maps\Test1.bsp"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\the_omega_theory\half-life 2\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\The Mall" +map "Test1"

---

And a new problem now too... Failed to Load Launcher DLL, the specified module could not be found.
 
If you want to have lightning in your map you have to put a light of some sort in it, otherwise it will look fullbright.

For the other problem, try running all Source games, close Steam, reopen, recompile. If it doesn't work, don't run the game automatically after the compile, do it manually.
 
Wait, so that light I made doesn't count as a light? @_@ Ahhh... Hmm.

As for the second problem, I'm gonna try fixing that now.
 
The Omega Theory said:
Wait, so that light I made doesn't count as a light? @_@ Ahhh... Hmm.

No, it's a model. It doesn't matter if it look like a light or if it is a dog, Hammer can't recognise if something is a light just by a shape of the model. That's why they've created light entities wich are "invisible" but act like lights (cast light and shadows). If you want to make a swiging light you have to put a dynamic light and parent it to the model. Beware though, dynamic lights are cpu intensive and lag in multiplayer so don't abuse them.
 
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