NSSlayer
Apr 7 2008, 03:40 PM
Hi!
I've benn mapping for a while, but im unable to get texture lighting work... i type the names of my textures(for example:
coretexture 79 228 255 3000) which i want to give off light, but nothing happens. I havent found any error in the log file, and it sais :
[Reading texlights from 'C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\lights.rad']
[54 texlights parsed from 'C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\lights.rad']
but nothing happens... De i ahve to texture the other sides of the brush with a specific texture, like null, sky, or sth like that? It just doesnt seem to be working... If you ahve any idea about what im doing wrong please tell me.
Barathrum
Apr 7 2008, 04:25 PM
You don't have to texture the other sides in any special way. I'm not sure what the error could be, could you post the whole compile log (eventhough you have read through it, there is always a chance you missed something)?
StixNStonz
Apr 7 2008, 05:29 PM
Make sure its reading the proper lights.rad. Maybe add in another texlight and see if that number goes from 54 to 55.
Make sure you have the absolutely correct texture name. Maybe you missed a character or a case.
There are a bunch of textures that are already texlit, see if they're working (as they should be). Try modifying them if they are, to see if it works (just change it from blue to green for testing purposes, and use Cordon Bounds with full VIS and RAD settings to see the full lighting, should compile in seconds).
Any brush can be texlit from any side, with almost no exceptions, I think.
Is VIS running properly? If you have a leak or such, it might be actually on fullbright.
NSSlayer
Apr 7 2008, 07:30 PM
There is absolutely no LEAK, and direct lighting(with light entities) is working well, and i've tried adding more textures, and the sum of them changed, so it reads the correct .rad. I copy a logfile, its not the newest, but the problem was the same here too:
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life
** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Rendszergazda\Asztal\Valve Hammer\maps\ns_attila_b01.map" "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01.map"
** Executing...
** Command: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlcsg.exe
** Parameters: "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01"
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:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlcsg.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01"
Entering C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01.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]
18 brushes (totalling 107 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.84 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.53 seconds)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\ns.wad
- Contains 44 used textures, 64.71 percent of map (578 textures in wad)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\ns2.wad
- Contains 8 used textures, 11.76 percent of map (296 textures in wad)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\ns_eclipse.wad
- Contains 10 used textures, 14.71 percent of map (61 textures in wad)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\ns_hera.wad
- Contains 0 used textures, 0.00 percent of map (65 textures in wad)
Including Wadfile: \documents and settings\rendszergazda\asztal\valve hammer\zhlt\zhlt.wad
- Contains 3 used textures, 4.41 percent of map (8 textures in wad)
Using Wadfile: \documents and settings\rendszergazda\asztal\valve hammer\wadok\hl\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \documents and settings\rendszergazda\asztal\valve hammer\wadok\hl\liquids.wad
- Contains 2 used textures, 2.94 percent of map (32 textures in wad)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\nss.wad
- Contains 1 used texture, 1.47 percent of map (1 textures in wad)
Texture usage is at 2.74 mb (of 4.00 mb MAX)
3.56 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlbsp.exe
** Parameters: "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01"
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:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlbsp.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01"
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...2314 (0.41 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2760 (0.94 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2359 (0.78 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2960 (1.58 seconds)
5.50 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlvis.exe
** Parameters: "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01"
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:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlvis.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01"
909 portalleafs
2936 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%... (2.09 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (103.47 seconds)
average leafs visible: 187
g_visdatasize:45801 compressed from 103626
105.61 seconds elapsed [1m 45s]
----- END hlvis -----
** Executing...
** Command: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlrad.exe
** Parameters: "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01"
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:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlrad.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\ns_attila_b01"
-= 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:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\lights.rad']
[55 texlights parsed from 'C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\lights.rad']
[Reading texlights from info_texlights map entity]
[0 texlights parsed from info_texlights map entity]
3705 faces
Create Patches : 15500 base patches
0 opaque faces
97437 square feet [14031045.00 square inches]
723 direct lights
BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (31.38 seconds)
visibility matrix : 14.3 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (23.50 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (17.55 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.50 seconds)
Transfer Lists : 7597486 : 7.60M transfers
Indices : 5497660 : 5.24M bytes
Data : 30389944 : 28.98M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.88 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.66 seconds)
76.47 seconds elapsed [1m 16s]
----- END hlrad -----
i hope that it helped you figuring out whats the prob.
uffo
Apr 7 2008, 08:37 PM
my eye can't catch anything wrong in there, this is just weird. might sound a bit silly, but did you rememer to also include those "~" tags in front of some textures?
you can also try using the info_texlights entity. works same way as the rad file (and doesn't need any compile parameters), but it's handier as there's
no need for keeping around those every darn different rad files for every darn map.
if all else fails, you might consider even trying different compiler tools :P
StixNStonz
Apr 7 2008, 09:02 PM
Another possibility; make sure the 'use long filenames' button is checked in your compiler (for batch at least, i cant remember about the standard).
It might be reading
[Reading texlights from 'C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\lights.rad']
literally.
Kouji_San
Apr 7 2008, 11:41 PM
QUOTE
[Reading texlights from info_texlights map entity]
[0 texlights parsed from info_texlights map entity]
Isn't that a Spirit of Half-Life entity? I think by removing that entity, your problem will go away.
NSSlayer
Apr 8 2008, 05:25 AM
well, i still dunno what was the problem, but i've made myself installing and configuring batch compiler, and it totally works. Btw, i thank you all who tried to help me even if the solution was quite simple(Batch Compiler:D)
StixNStonz
Apr 8 2008, 05:42 PM
Kouji probably had it right. Most likely it was changing to the proper fgd, which didnt recognize that entity.
slayer20
Apr 8 2008, 07:20 PM
coretexture 79 228 255 3000?
I hope you just typed in random numbers...if thats one of the texlights settings then lower that 3000 to something at about 255 or lower...lol
StixNStonz
Apr 8 2008, 08:00 PM
The last number of the 4 is the brightness. Its the only one that can be above 255.
NSSlayer
Apr 9 2008, 06:20 AM
i typed 3000 cuz it was a small light, 8x16 aproximately, and brightness depends on how big the face is, which emits light(as well as i know). So if i have a 256x256 big side covered with texligth, then its enough to set brightness to 50-100, but if its smaller like 16x16 or sth like that it can be a few thousand to emit the same amount of light.
EDIT: btw, i think i've found, what was the problem. I ve pressed spacebar more than one time between the rgb codes to fit (like 0__ 255 20_ 100) better, and it might caused the problem... and i shouldnt have both light.rad and info_textlights at the same time, so by fixing these things, texlight was fine with normal zhlt too.
StixNStonz
Apr 9 2008, 06:25 AM
I'm pretty sure its a function of both the area and the texture scale. I cant remember which way it goes; if a higher or lower scale makes it brighter.
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