Help wanted! Texture lighting
NSSlayer
Join Date: 2006-11-12 Member: 58554Members
<div class="IPBDescription">i dunno why it doesnt work...</div>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.
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.
Comments
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.
** 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.
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
It might be reading
[Reading texlights from 'C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\lights.rad']
literally.
[0 texlights parsed from info_texlights map entity]<!--QuoteEnd--></div><!--QuoteEEnd-->
Isn't that a Spirit of Half-Life entity? I think by removing that entity, your problem will go away.
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
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.