Ns Texture Lights?
curlydave
Join Date: 2003-10-21 Member: 21855Members
<div class="IPBDescription">Crashing on join again</div> Ok, so I've been free of the crashing-on-joining bug for a while. The only thing that's been lighting my maps so far though, is a skybox. (don't panick-I use it before I close the wholes in the map)
I then decide to add a texturelight to my map, where I have the light in a closed box. (light_strip1 255 164 0 50)
I add the light to lights.rad, and delete all of the other entries in it. (lights.rad is in my compile tools directory).
When compiling, it says parsing 1 texture from lights.rad as it should.
However, when I go into the game, and join a team. (the spawn points are in the room with the light), it crashes again, and I can see a black screen. So basically the room's not being lit and the game's crashing. Is there anything special I need to do to get texturelights to work in NS? Thanks!
I then decide to add a texturelight to my map, where I have the light in a closed box. (light_strip1 255 164 0 50)
I add the light to lights.rad, and delete all of the other entries in it. (lights.rad is in my compile tools directory).
When compiling, it says parsing 1 texture from lights.rad as it should.
However, when I go into the game, and join a team. (the spawn points are in the room with the light), it crashes again, and I can see a black screen. So basically the room's not being lit and the game's crashing. Is there anything special I need to do to get texturelights to work in NS? Thanks!
Comments
Also please try to keep posts like this relegated to the newbie mapping forum. It makes life easier on everyone. Searching both that forum and this could help you find your answer too.
hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: "C:\Program Files\Valve Hammer Editor\zhlt253\hlcsg.exe"-hullfile "C:\Program Files\Steam\SteamApps\curly.dave@verizon.net\half-life\ns\nshulls.txt"-low "C:\Program Files\Steam\SteamApps\curly.dave@verizon.net\half-life\ns\maps\ns_water.map"
-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Low ] [ Normal ]
noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ C:\Program Files\Steam\SteamApps\curly.dave@verizon.net\half-life\ns\nshulls.txt ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Wadinclude list :
[zhlt.wad]
Loading hull definitions from 'C:\Program Files\Steam\SteamApps\curly.dave@verizon.net\half-life\ns\nshulls.txt'
entering C:\Program Files\Steam\SteamApps\curly.dave@verizon.net\half-life\ns\maps\ns_water.map
CreateBrush:
(0.09 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.25 seconds)
Using WAD File: \program files\steam\steamapps\curly.dave@verizon.net\half-life\ns\ns.wad
Using WAD File: \program files\steam\steamapps\curly.dave@verizon.net\half-life\ns\ns2.wad
Using WAD File: \program files\steam\steamapps\curly.dave@verizon.net\half-life\ns\basics.wad
Warning: ::FindTexture() texture CLIP not found!
Warning: ::LoadLump() texture CLIP not found!
Texture usage is at 0.44 mb (of 4.00 mb MAX)
0.38 seconds elapsed
----- END hlcsg -----
hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: "C:\Program Files\Valve Hammer Editor\zhlt253\hlbsp.exe"-low "C:\Program Files\Steam\SteamApps\curly.dave@verizon.net\half-life\ns\maps\ns_water.map"
-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Low ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\curly.dave@verizon.net\half-life\ns\maps\ns_water.prt'
0.66 seconds elapsed
----- END hlbsp -----
hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: "C:\Program Files\Valve Hammer Editor\zhlt253\hlvis.exe"-full -low "C:\Program Files\Steam\SteamApps\curly.dave@verizon.net\half-life\ns\maps\ns_water.map"
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Low ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ on ] [ off ]
160 portalleafs
464 numportals
BasePortalVis:
(0.09 seconds)
LeafThread:
(0.80 seconds)
average leafs visible: 42
g_visdatasize:3059 compressed from 3200
0.92 seconds elapsed
----- END hlvis -----
hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: "C:\Program Files\Valve Hammer Editor\zhlt253\hlrad.exe"-bounce 2 -smooth 80 -low "C:\Program Files\Steam\SteamApps\curly.dave@verizon.net\half-life\ns\maps\ns_water.map"
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Low ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 2 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 80.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
[Reading texlights from 'C:\Program Files\Valve Hammer Editor\zhlt253\lights.rad']
[1 texlights parsed from 'C:\Program Files\Valve Hammer Editor\zhlt253\lights.rad']
778 faces
Create Patches : 5141 base patches
0 opaque faces
72063 square feet [10377138.00 square inches]
33 direct lights
BuildFacelights:
(28.89 seconds)
visibility matrix : 1.6 megs
BuildVisLeafs:
(3.53 seconds)
MakeScales:
(2.23 seconds)
SwapTransfers:
(0.81 seconds)
Transfer Lists : 2279984 transfers
Indices : 776916 bytes
Data : 9119936 bytes
GatherLight:
(0.16 seconds)
GatherLight:
(0.16 seconds)
FinalLightFace:
(0.91 seconds)
37.45 seconds elapsed
----- END hlrad -----
(note that basics.wad is a wad I made containing images labeled "sky", "aaatrigger" and "origin"
Another initial reaction -- unless your light strip is *huge* this will not emit enough light to be visible. Try tossing it up to 500ish or painting the ceiling and see what happens (I've had small spots that wound up with huge values before they looked decent)
I initially had it so low because I guessed that the values need to be significantly lower due to the gamma ramp. ( I had to put the sky brightness really low)
EDIT: Thanks! I love you! It works now! (I gave it a value of 5000).
Ps: what are cagey's tools? are they a third party mod of zoner's?
lol, and just for posterity they're available on the stickied thread titled "reduce maxplanes with better compile tools" (or something similar to that) First page, or go to xp-cagey.com and get 'em there.