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Rank: Not Cool Enough for a Rank :(

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what causes this to happen when you load up your map? obviously the map defaults this way when you don't put any lights in your map, but i have never had this happen to me after i add light to my map. all i have left is to get my lighting done and its hard to after i compile my map and it always loads up mat_fullbright 1. the map isn't leaked and ever since i added the lights in it takes a lot longer to compile, which is what you would expect. everything works the way i would expect it to except the lights are being displayed correctly for me to test them. anybody have an idea what causes this?
EDIT: it said in the compile log "no vis information found, direct lighting only" is this related?
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Rank: Dutchess of Doodoo

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no vis information = problem with the map. use alt+p to check for problems. You wanna take this to Fuck Town? Oh gadzooks, yes!
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Rank: Not Cool Enough for a Rank :(

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i've already checked that, all the problems are because i have only built half the map and not all the scoring inputs/outputs are complete yet. also there are some other outputs errors with the game equip entity because its the only way to get it to work right. besides that nothing.
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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
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** Executing... ** Command: "c:\program files\valve\steam\steamapps\llenta8\sourcesdk\bin\vbsp.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2"
Valve Software - vbsp.exe (Aug 4 2006) 1 threads materialPath: c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp\materials Loading C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 414 detail faces...done (1) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! done (0) writing C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! 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 (1) (649105 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2168 texinfos to 1044 Reduced 53 texdatas to 49 (1492 bytes to 1322) Writing C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp 45 seconds elapsed
** Executing... ** Command: "c:\program files\valve\steam\steamapps\llenta8\sourcesdk\bin\vvis.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2"
Valve Software - vvis.exe (May 22 2006) 1 threads reading c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp reading c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.prt 1556 portalclusters 4654 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (36619) Optimized: 5383 visible clusters (0.00%) Total clusters visible: 576365 Average clusters visible: 370 Building PAS... Average clusters audible: 1143 visdatasize:485712 compressed from 622400 writing c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp 10 hours, 10 minutes, 27 seconds elapsed
** Executing... ** Command: "c:\program files\valve\steam\steamapps\llenta8\sourcesdk\bin\vrad.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2"
Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp 6022 faces 47 degenerate faces 1338030 square feet [192676448.00 square inches] 18 displacements 4510 square feet [649523.81 square inches] Stack overflow in neighbors
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp" "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp\maps\ctf_bunker_b2.bsp"
this is my compile log and i got just about everything fixed and working great except the light situation. any new thoughts.
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Rank: Advanced Member

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llenta wrote: ** Executing... ** Command: "c:\program files\valve\steam\steamapps\llenta8\sourcesdk\bin\vbsp.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2"
Valve Software - vbsp.exe (Aug 4 2006) 1 threads materialPath: c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp\materials Loading C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 414 detail faces...done (1) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! done (0) writing C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! 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 (1) (649105 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2168 texinfos to 1044 Reduced 53 texdatas to 49 (1492 bytes to 1322) Writing C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp 45 seconds elapsed
** Executing... ** Command: "c:\program files\valve\steam\steamapps\llenta8\sourcesdk\bin\vvis.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2"
Valve Software - vvis.exe (May 22 2006) 1 threads reading c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp reading c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.prt 1556 portalclusters 4654 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (36619) Optimized: 5383 visible clusters (0.00%) Total clusters visible: 576365 Average clusters visible: 370 Building PAS... Average clusters audible: 1143 visdatasize:485712 compressed from 622400 writing c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp 10 hours, 10 minutes, 27 seconds elapsed
** Executing... ** Command: "c:\program files\valve\steam\steamapps\llenta8\sourcesdk\bin\vrad.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2"
Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp 6022 faces 47 degenerate faces 1338030 square feet [192676448.00 square inches] 18 displacements 4510 square feet [649523.81 square inches] Stack overflow in neighbors
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp" "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp\maps\ctf_bunker_b2.bsp"
this is my compile log and i got just about everything fixed and working great except the light situation. any new thoughts.
Ok, let's break this down. I see it's finally saving your .bsp after running bsp & vis which is good. Now the bad spots.
WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! done (0)
Bsp does not like this. I get this error when I place a nodraw texture on a displacement after it is made. If you made any displacements for the ground or someplace else, make sure you do not have any nodraw textures on them.
Vis looks fine, shows no errors but the 10 hours to compile. Ouch.
Now for Rad. 47 degenerate faces is a lot, but should not keep rad from working. What is happing is the stack overflow in neighbors is keeping rad from running right so you keep getting full bright. From what I can remember, it's from having to many displacements touching or overlapping too many other displacements. What I would do is place all your displacements in a vis group, then hide them and compile without them in the map. Since they are not used to stop leaks it should work fine. Then post your log and see if the error's go away. If they do (and I'm sre they will) then you will have to re-do or lower the amount of displacements in your map.
[WTF?]Dr_Bones Professional 3D Level Designer, Draco Studios Dr_Bones Crypt
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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
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i just recently did the displacements, so i was having the fullbright issue before i created the displacements. as far as the degenerate faces, i used to have twice as many, but the engine wouldn't compile my map because thats too much for it. also, the nodraw are on the displacements because i was too lazy to fix everything before i started my compile because it takes so long. i'm using my laptop to build and compile, even though its my newest computer, its still a few years old, so thats why it takes so long.
i will try to get rid of the displacements and change them back to regular brushes. i guess i will find out tomorrow how much of a difference it will make.
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Rank: Advanced Member

Groups: WDFNews.com Official Mapper
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llenta wrote:i just recently did the displacements, so i was having the fullbright issue before i created the displacements. as far as the degenerate faces, i used to have twice as many, but the engine wouldn't compile my map because thats too much for it. also, the nodraw are on the displacements because i was too lazy to fix everything before i started my compile because it takes so long. i'm using my laptop to build and compile, even though its my newest computer, its still a few years old, so thats why it takes so long.
i will try to get rid of the displacements and change them back to regular brushes. i guess i will find out tomorrow how much of a difference it will make.
Yes, but did you have that error before placing them? In the other post I stated that bsp was not saving the file so vis and rad could do their thing which gave you the full bright. If you didn't have that error "Stack overflow in neighbors", and I don't think you did since I didn't see it in the old compile log, then it's two differen't issues here. You've fixed the first problem that bsp saves a file for vis and rad to work, but now you have another problem. Atleast that's how I see it. [WTF?]Dr_Bones Professional 3D Level Designer, Draco Studios Dr_Bones Crypt
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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
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the first problem (hammer not compiling or saving the .bsp) wasn't due to my map. i had my hammer set-up incorrectly and it was using the custom source tools to compile instead of the normal hammer compile tools. i never got the cst to work right and so after i realized that the cst were still being used, i just switched them back to the normal hammer compile tools and it worked. the only problem with the map itself is the lighting issue. sorry for the confusion.
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Rank: Advanced Member

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llenta wrote:
the first problem (hammer not compiling or saving the .bsp) wasn't due to my map. i had my hammer set-up incorrectly and it was using the custom source tools to compile instead of the normal hammer compile tools. i never got the cst to work right and so after i realized that the cst were still being used, i just switched them back to the normal hammer compile tools and it worked. the only problem with the map itself is the lighting issue. sorry for the confusion.
Now my head hurts. lol Well we know what issue is stated as the problem for rad. Let's see if it's still there after a compile without the displacements. [WTF?]Dr_Bones Professional 3D Level Designer, Draco Studios Dr_Bones Crypt
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Rank: Not Cool Enough for a Rank :(

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This is the compile log without displacements. no real errors in interlopers, but i still have fullbright. the only other problem i have left is i got to tweek a few ladders to get them working properly. other then that this map will be ready if the lighting situation can get fixed.
** Executing... ** Command: "c:\program files\valve\steam\steamapps\llenta8\sourcesdk\bin\vbsp.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2"
Valve Software - vbsp.exe (Aug 4 2006) 1 threads materialPath: c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp\materials Loading C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.vmf material "whutdufuk/toss" not found Material not found!: WHUTDUFUK/TOSS fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 712 detail faces...done (6) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! 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 (2) (748529 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3088 texinfos to 1285 Reduced 137 texdatas to 121 (6331 bytes to 5616) Writing C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp 27 seconds elapsed
** Executing... ** Command: "c:\program files\valve\steam\steamapps\llenta8\sourcesdk\bin\vvis.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2"
Valve Software - vvis.exe (May 22 2006) 1 threads reading c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp reading c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.prt 1616 portalclusters 4791 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (20379) Optimized: 5152 visible clusters (0.00%) Total clusters visible: 569526 Average clusters visible: 352 Building PAS... Average clusters audible: 1113 visdatasize:513555 compressed from 672256 writing c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp 5 hours, 39 minutes, 46 seconds elapsed
** Executing... ** Command: "c:\program files\valve\steam\steamapps\llenta8\sourcesdk\bin\vrad.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2"
Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp 6853 faces 53 degenerate faces 961216 square feet [138415184.00 square inches] 0 displacements 0 square feet [0.00 square inches] Stack overflow in neighbors
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp" "c:\program files\valve\steam\steamapps\llenta8\half-life 2 deathmatch\hl2mp\maps\ctf_bunker_b2.bsp"
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Rank: Dutchess of Doodoo

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llenta wrote:
Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\llenta8\sourcesdk_content\hl2mp\mapsrc\ctf_bunker_b2.bsp 6853 faces 53 degenerate faces 961216 square feet [138415184.00 square inches] 0 displacements 0 square feet [0.00 square inches] Stack overflow in neighbors
Looks like RAD isn't running at all. Otherwise you would have the light sample threads and the color bounce (RGB) threads. Check and see if maybe you have RAD set to No, or if you are using expert compile, maybe it isn't set? However it could be a problem with the compiling computer. Some times unexplainable errors can occur for no reason Also if vis is taking 10hours try selecting all your brushes and raising the lightmaps. even going from 16 -> 32 can make a real difference. Also in areas where your not worried about the shadows you can go as high as 64 or 128. That should save you some compile time. You wanna take this to Fuck Town? Oh gadzooks, yes!
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Rank: Not Cool Enough for a Rank :(

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well this map i did make from start to finish on my laptop. i rarely map on my laptop, let alone compile maps. so i am hoping that its just something in the settings. i'm not worried about the compile time because short of a few ladders, i'm done testing it. i just set it up before i go to bed and its done in the morning. obviously my map at this point has no displacements because bones told me to try it without. so i will still need to put those back in, but thats easy. i will try and load up steam on another computer here and try and compile the map on a clean load of hammer. if that doesn't fix it, i will be out of ideas. the map is playable fullbright because most of the textures are dark, but it totally defeats the purpose of all the light effects that i spent a lot of time doing.
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Rank: Not Cool Enough for a Rank :(

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i installed steam on another computer here so it was a fresh installation. i downloaded sdk, opened hammer, and compiled my map. it is still at fullbright. i'm out of ideas and this is starting to annoy me. the map isn't leaked because there is a big box around the map. this is because the score triggers are surrounding the map and it would be leaked if there wasn't a box around those entities. there are regular lights, environment and point spotlights along with cube maps. so i'm out of reasons why the lights aren't being rendered. i also tried compiling another small map just to make sure that RAD was working right, and it was fine. something is up with this map and i don't know what. if you guys come up with anything else please speak up.
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Rank: Advanced Member

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llenta wrote:i installed steam on another computer here so it was a fresh installation. i downloaded sdk, opened hammer, and compiled my map. it is still at fullbright. i'm out of ideas and this is starting to annoy me. the map isn't leaked because there is a big box around the map. this is because the score triggers are surrounding the map and it would be leaked if there wasn't a box around those entities. there are regular lights, environment and point spotlights along with cube maps. so i'm out of reasons why the lights aren't being rendered. i also tried compiling another small map just to make sure that RAD was working right, and it was fine. something is up with this map and i don't know what. if you guys come up with anything else please speak up.
Try removing ALL lighting and start over with the light. Like light one room only, or a hallway. Or even just the spawn points and see what rad tell's you. Maybe you have to many lights overall. Have you cordeon off a section and just ran that? And if yes, did rad run ok?
Also as for me, my current maps are on hold as I'm working on a training map for the next release of hl2ctf. ;) [WTF?]Dr_Bones Professional 3D Level Designer, Draco Studios Dr_Bones Crypt
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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
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i found the problem.
i figured out that making arcs will cause your map to be fullbright. once i eliminated all the arcs from my map, it started to compile the lights. it still didn't finish because i have too many lights on a brush, but that is an easier fix then trying to figure out why the lights wouldn't compile at all in the first place. if you didn't know this, now you do. i didn't know this, and i wish this wasn't the case because the map doesn't look as good without them. oh well
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