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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum > Mapping Help and Troubleshooting
Tonee
QUOTE
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.


I have 12 light textures on the part of my map I am doing... the marine start

Used 3 different textures...

QUOTE
light_stripblue 0 0 255 200
light_newwhite 255 255 255 175
light_strip3 255 255 255 275


From my lights.rad file

And for some proof tounge.gif

EDIT I DO NOT WANT CRITISM! So keep it to yourselfs... if this is too hard for you to do, keep your comments to yourself - I am saying this because I've asked for help with a problem then I got texture alignment and critism WHICH I DO NOT NEED!
Naigel
Are you sure your compiler reads the rad file?
Tonee
$path\$file -high -lights "F:\Documents and Settings\Anth\Desktop\Hammer\ZHLT\lights.rad" -notexscale -sparse -texchop 16 -extra -chop 32 -bounce 4 -coring 0.2 -smooth 89

Those are my game parameters
davidsansome
I think you need to add a little bit more detail in that room, otherwise, it's looking good!
RPG_Jssmfulhud
Wangler, you will need to have at least one entity light in your map for it to compile... smile.gif
Tonee
never knew that tounge.gif

Thanks
Tonee
With my game parameters my map compiles are is pitch black sad.gif

I have my lights.rad file where my compile files are and in the nsp directory... sound so much like a nub - but I aint wink.gif these aint happened before though sad.gif
brute_force
QUOTE (Wangler @ May 4 2004, 09:33 PM)
With my game parameters my map compiles are is pitch black

I have my lights.rad file where my compile files are and in the nsp directory... sound so much like a nub - but I aint these aint happened before though

Try multiplying the numbers by 10 - you usually have to use higher values for the rad file. smile.gif

edit:
The intensity numbers, that is.
Tonee
QUOTE (ShdwStal @ May 4 2004, 08:43 PM)
QUOTE (Wangler @ May 4 2004, 09:33 PM)
With my game parameters my map compiles are is pitch black

I have my lights.rad file where my compile files are and in the nsp directory... sound so much like a nub - but I aint these aint happened before though

Try multiplying the numbers by 10 - you usually have to use higher values for the rad file. smile.gif

edit:
The intensity numbers, that is.

Didn't work... values are in the thousands too confused.gif
Naigel
QUOTE (RPG_Jssmfulhud @ May 4 2004, 12:30 PM)
Wangler, you will need to have at least one entity light in your map for it to compile... smile.gif

That is not true!! I've made quite a lot of maps without any single light entity. Only textured lightning.
Hii
QUOTE (Naigel @ May 7 2004, 04:53 AM)
QUOTE (RPG_Jssmfulhud @ May 4 2004, 12:30 PM)
Wangler, you will need to have at least one entity light in your map for it to compile...  smile.gif

That is not true!! I've made quite a lot of maps without any single light entity. Only textured lightning.

This is indeed true, I have done it too.

It sounds like you just messed up your lights.rad, so it isn't reading it.
brute_force
QUOTE (Wangler @ May 4 2004, 06:09 PM)
$path\$file -high -lights "F:\Documents and Settings\Anth\Desktop\Hammer\ZHLT\lights.rad" -notexscale -sparse -texchop 16 -extra -chop 32 -bounce 4 -coring 0.2 -smooth 89

Those are my game parameters

Wait, your game parameters? All these look like RAD parameters...
Tonee
what is everyone elses parameters? D:?
brute_force
QUOTE (Wangler @ May 7 2004, 03:25 PM)
what is everyone elses parameters? D:?

What I'm saying is that these parameters should be for HLRAD, not for HL itself.
Tonee
what do people use for the game parameters...

I use "Normal mode" in Hammer

Batch Compiler seems to crash at hlbsp file all the time...
brute_force
QUOTE (Wangler @ May 7 2004, 05:32 PM)
what do people use for the game parameters...

I use "Normal mode" in Hammer

Batch Compiler seems to crash at hlbsp file all the time...

Depends. If you're using WON it should be "hl.exe -game ns(p) -dev -console +map mymap", not sure about Steam.
Wolv
Please post your entire compile log. This will allow us to see if you're correctly referencing the lights.rad file. If you are, you should also see this mentioned in the hlrad process (processing xxx light values from lights.rad or something).
Tonee
This is with BC...

hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: "F:\Documents and Settings\Anth\Desktop\Hammer\ZHLT\hlcsg.exe"-noclip -hullfile F:\Steam\SteamApps\erny4130@hotmail.com\half-life\nsp\nshulls.txt -wadinclude ns_eclipse.wad -wadinclude ns.wad -wadinclude ns2.wad -wadinclude ns_tanith.wad -chart -estimate -texdata 4096 -low -dev 0 "F:\Documents and Settings\Anth\Desktop\Hammer\Maps\ns_sheep.map"
Loading hull definitions from 'F:\Steam\SteamApps\erny4130@hotmail.com\half-life\nsp\nshulls.txt'
Entering F:\Documents and Settings\Anth\Desktop\Hammer\Maps\ns_sheep.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Low ] [ Normal ]

noclip [ on ] [ 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 [ F:\Steam\SteamApps\erny4130@hotmail.com\half-life\nsp\nshulls.txt ] [ 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]
[ns_eclipse.wad]
[ns.wad]
[ns2.wad]
[ns_tanith.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.08 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0%)
planes 284/65535 5680/1310700 ( 0.4%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 297/32767 11880/1310680 ( 0.9%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/4194304 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 17560 bytes ===

Including Wadfile: \steam\steamapps\erny4130@hotmail.com\half-life\nsp\ns_tanith.wad
- Contains 1 used texture, 4.35 percent of map (101 textures in wad)
Including Wadfile: \steam\steamapps\erny4130@hotmail.com\half-life\nsp\ns.wad
- Contains 13 used textures, 56.52 percent of map (578 textures in wad)
Including Wadfile: \steam\steamapps\erny4130@hotmail.com\half-life\nsp\ns2.wad
- Contains 3 used textures, 13.04 percent of map (296 textures in wad)
Including Wadfile: \steam\steamapps\erny4130@hotmail.com\half-life\nsp\ns_eclipse.wad
- Contains 6 used textures, 26.09 percent of map (61 textures in wad)

Texture usage is at 1.16 mb (of 4.00 mb MAX)
0.71 seconds elapsed

----- END hlcsg -----



hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: "F:\Documents and Settings\Anth\Desktop\Hammer\ZHLT\hlvis.exe"-full -chart -estimate -texdata 4096 -low -dev 0 "F:\Documents and Settings\Anth\Desktop\Hammer\Maps\ns_sheep.map"
162 portalleafs
542 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]


BasePortalVis:
(0.13 seconds)
LeafThread:
(5.36 seconds)
average leafs visible: 89
g_visdatasize:3679 compressed from 3402

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0%)
planes 284/65535 5680/1310700 ( 0.4%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 297/32767 11880/1310680 ( 0.9%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 1220332/4194304 (29.1%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 3679/2097152 ( 0.2%)
entdata [variable] 538/524288 ( 0.1%)
23 textures referenced
=== Total BSP file data space used: 1242109 bytes ===
5.56 seconds elapsed

----- END hlvis -----

Hmm, HLRAD aint even showing up... is this due to the "crashing" of hlbsp???
brute_force
Uh, you haven't run HLBSP or HLRAD. Also, there is no need to wadinclude ns.wad, ns2.wad, eclipse.wad etc. Everyone's got those already.
Tonee
...

I have them all ticked confused.gif

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