I think there is a problem

Peter Brev

I think there is a problem

Post by Peter Brev » Sun Dec 02, 2012 10:30 am

Code: Select all

** Executing...
** Command: "l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "l:\programmes\steam\steamapps\...\half-life 2 deathmatch\hl2mp" "L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: l:\programmes\steam\steamapps\...\half-life 2 deathmatch\hl2mp\materials
Loading L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Could not locate 'GameData' key in l:\programmes\steam\steamapps\...\half-life 2 deathmatch\hl2mp\gameinfo.txt
Patching WVT material: maps/deathrun_metal_city/nature/blenddirtgrass001a_wvt_patch
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 12 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_07_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_07_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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) (192815 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 766 texinfos to 357
Reduced 85 texdatas to 66 (3434 bytes to 2702)
Writing L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
8 seconds elapsed

** Executing...
** Command: "l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "l:\programmes\steam\steamapps\...\half-life 2 deathmatch\hl2mp" "L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city"

Valve Software - vvis.exe (Oct 31 2012)
2 threads
reading l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
reading l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.prt
 191 portalclusters
 374 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 41 visible clusters (0.17%)
Total clusters visible: 24036
Average clusters visible: 125
Building PAS...
Average clusters audible: 165
visdatasize:10000  compressed from 9168
writing l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
1 second elapsed

** Executing...
** Command: "l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "l:\programmes\steam\steamapps\...\half-life 2 deathmatch\hl2mp" "L:\Programmes\Steam\SteamApps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city"

Valve Software - vrad.exe SSE (Oct 31 2012)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
Setting up ray-trace acceleration structure... Done (0.74 seconds)
2735 faces
1 degenerate faces
4679671 square feet [673872640.00 square inches]
21 Displacements
6431 Square Feet [926171.19 Square Inches]
2734 patches before subdivision
48936 patches after subdivision
56 direct lights
BuildFacelights:     0
WARNING: Too many light styles on a face at (597.437500, 10026.921875, 94.999992)

WARNING: Too many light styles on a face at (394.924805, 10250.945313, 95.000000)

WARNING: Too many light styles on a face at (250.927734, 10585.786133, 95.000000)
...1...2...3...4...5...
WARNING: Too many light styles on a face at (683.346619, 9765.293945, 33.709713)

WARNING: Too many light styles on a face at (626.725159, 9834.632813, 8.883054)

WARNING: Too many light styles on a face at (460.449402, 10188.351563, 32.694263)

WARNING: Too many light styles on a face at (569.889587, 10026.996094, 12.433768)

WARNING: Too many light styles on a face at (609.189392, 10033.351563, 111.556564)

WARNING: Too many light styles on a face at (640.503357, 10038.495117, 28.052170)

WARNING: Too many light styles on a face at (264.058899, 10462.779297, 97.526512)

WARNING: Too many light styles on a face at (360.572693, 10363.466797, 94.237823)

WARNING: Too many light styles on a face at (311.428070, 10420.178711, 27.473881)

WARNING: Too many light styles on a face at (538.065674, 10342.981445, 31.687376)

WARNING: Too many light styles on a face at (197.289337, 10577.060547, 14.410004)

WARNING: Too many light styles on a face at (72.226616, 10715.123047, 32.885555)
6...7...8...9...10 (22)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 5285324, max 517
transfer lists:  40.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(91062, 174700, 157621)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(14103, 30764, 25922)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2005, 5122, 4073)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(309, 904, 669)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(46, 158, 109)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(7, 28, 18)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(1, 5, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0264 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 116/1024         5568/49152    (11.3%) 
brushes                405/8192         4860/98304    ( 4.9%) 
brushsides            3680/65536       29440/524288   ( 5.6%) 
planes                4816/65536       96320/1310720  ( 7.3%) 
vertexes              4088/65536       49056/786432   ( 6.2%) 
nodes                 2323/65536       74336/2097152  ( 3.5%) 
texinfos               357/12288       25704/884736   ( 2.9%) 
texdata                 66/2048         2112/65536    ( 3.2%) 
dispinfos               21/0            3696/0        ( 0.0%) 
disp_verts            1701/0           34020/0        ( 0.0%) 
disp_tris             2688/0            5376/0        ( 0.0%) 
disp_lmsamples       25132/0           25132/0        ( 0.0%) 
faces                 2735/65536      153160/3670016  ( 4.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1456/65536       81536/3670016  ( 2.2%) 
leaves                2440/65536       78080/2097152  ( 3.7%) 
leaffaces             2979/65536        5958/131072   ( 4.5%) 
leafbrushes           1140/65536        2280/131072   ( 1.7%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            18937/512000      75748/2048000  ( 3.7%) 
edges                10919/256000      43676/1024000  ( 4.3%) 
LDR worldlights         56/8192         4928/720896   ( 0.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips            224/32768        2240/327680   ( 0.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4338/65536        8676/131072   ( 6.6%) 
cubemapsamples           5/1024           80/16384    ( 0.5%) 
overlays                 7/512          2464/180224   ( 1.4%) 
LDR lightdata         [variable]     4854644/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       10000/16777216 ( 0.1%) 
entdata               [variable]      144004/393216   (36.6%) 
LDR ambient table     2440/65536        9760/262144   ( 3.7%) 
HDR ambient table     2440/65536        9760/262144   ( 3.7%) 
LDR leaf ambient      8532/65536      238896/1835008  (13.0%) 
HDR leaf ambient      2440/65536       68320/1835008  ( 3.7%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/17514    ( 0.0%) 
pakfile               [variable]      534463/0        ( 0.0%) 
physics               [variable]      192815/4194304  ( 4.6%) 
physics terrain       [variable]        8493/1048576  ( 0.8%) 

Level flags = 0

Total triangle count: 7436
Writing l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
53 seconds elapsed
Valve Software - vrad.exe SSE (Oct 31 2012)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading l:\programmes\steam\steamapps\...\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
Setting up ray-trace acceleration structure... Done (0.74 seconds)
2735 faces
1 degenerate faces
4679671 square feet [673872640.00 square inches]
21 Displacements
6431 Square Feet [926171.19 Square Inches]
2734 patches before subdivision
48936 patches after subdivision
56 direct lights
BuildFacelights:     0
WARNING: Too many light styles on a face at (597.437500, 10026.921875, 94.999992)

WARNING: Too many light styles on a face at (394.924805, 10250.945313, 95.000000)

WARNING: Too many light styles on a face at (250.927734, 10585.786133, 95.000000)
...1...2...3...4...5...
WARNING: Too many light styles on a face at (683.346619, 9765.293945, 33.709713)

WARNING: Too many light styles on a face at (626.725159, 9834.632813, 8.883054)

WARNING: Too many light styles on a face at (460.449402, 10188.351563, 32.694263)

WARNING: Too many light styles on a face at (609.189392, 10033.351563, 111.556564)

WARNING: Too many light styles on a face at (569.889587, 10026.996094, 12.433768)

WARNING: Too many light styles on a face at (640.503357, 10038.495117, 28.052170)

WARNING: Too many light styles on a face at (264.058899, 10462.779297, 97.526512)

WARNING: Too many light styles on a face at (360.572693, 10363.466797, 94.237823)

WARNING: Too many light styles on a face at (311.428070, 10420.178711, 27.473881)

WARNING: Too many light styles on a face at (538.065674, 10342.981445, 31.687376)

WARNING: Too many light styles on a face at (197.289337, 10577.060547, 14.410004)

WARNING: Too many light styles on a face at (72.226616, 10715.123047, 32.885555)
6...7...8...9...10 (22)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 5285324, max 517
transfer lists:  40.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(91062, 174700, 157621)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(14103, 30764, 25922)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2005, 5122, 4073)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(309, 904, 669)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(46, 158, 109)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(7, 28, 18)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(1, 5, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0255 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 116/1024         5568/49152    (11.3%) 
brushes                405/8192         4860/98304    ( 4.9%) 
brushsides            3680/65536       29440/524288   ( 5.6%) 
planes                4816/65536       96320/1310720  ( 7.3%) 
vertexes              4088/65536       49056/786432   ( 6.2%) 
nodes                 2323/65536       74336/2097152  ( 3.5%) 
texinfos               357/12288       25704/884736   ( 2.9%) 
texdata                 66/2048         2112/65536    ( 3.2%) 
dispinfos               21/0            3696/0        ( 0.0%) 
disp_verts            1701/0           34020/0        ( 0.0%) 
disp_tris             2688/0            5376/0        ( 0.0%) 
disp_lmsamples       25132/0           25132/0        ( 0.0%) 
faces                 2735/65536      153160/3670016  ( 4.2%) 
hdr faces             2735/65536      153160/3670016  ( 4.2%) 
origfaces             1456/65536       81536/3670016  ( 2.2%) 
leaves                2440/65536       78080/2097152  ( 3.7%) 
leaffaces             2979/65536        5958/131072   ( 4.5%) 
leafbrushes           1140/65536        2280/131072   ( 1.7%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            18937/512000      75748/2048000  ( 3.7%) 
edges                10919/256000      43676/1024000  ( 4.3%) 
LDR worldlights         56/8192         4928/720896   ( 0.7%) 
HDR worldlights         56/8192         4928/720896   ( 0.7%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips            224/32768        2240/327680   ( 0.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4338/65536        8676/131072   ( 6.6%) 
cubemapsamples           5/1024           80/16384    ( 0.5%) 
overlays                 7/512          2464/180224   ( 1.4%) 
LDR lightdata         [variable]     4854644/0        ( 0.0%) 
HDR lightdata         [variable]     4854644/0        ( 0.0%) 
visdata               [variable]       10000/16777216 ( 0.1%) 
entdata               [variable]      144004/393216   (36.6%) 
LDR ambient table     2440/65536        9760/262144   ( 3.7%) 
HDR ambient table     2440/65536        9760/262144   ( 3.7%) 
LDR leaf ambient      8532/65536      238896/1835008  (13.0%) 
HDR leaf ambient      8532/65536      238896/1835008  (13.0%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/17514    ( 0.0%) 
pakfile               [variable]      534463/0        ( 0.0%) 
physics               [variable]      192815/4194304  ( 4.6%) 
physics terrain       [variable]        8493/1048576  ( 0.8%) 

Level flags = 0

Total triangle count: 7436
Writing l:\programmes\steam\steamapps\nightbreakeredit1337\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp
52 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "L:\Programmes\Steam\SteamApps\nightbreakeredit1337\sourcesdk\bin\orangebox\bin\deathrun_metal_city.bsp" "L:\Programmes\Steam\SteamApps\...\half-life 2 deathmatch\hl2mp\maps\deathrun_metal_city.bsp"

You can see we got a light problem. However, I used the cordon tool trying to fix, compiled -> Failed
I deleted the whole map, only the grid is left, no entities, nothing, compiled -> Failed as well, the error was still there.

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ant_8490
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Re: I think there is a problem

Post by ant_8490 » Sun Dec 02, 2012 12:03 pm

does the map still run in game? It looks like it still copied/outputted the .bsp
[GR]Ant_8490{A}
Area 51 Servers - Owner
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2TB Samsung 980 Pro SSD
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Peter Brev

Re: I think there is a problem

Post by Peter Brev » Sun Dec 02, 2012 12:56 pm

ant_8490 wrote:does the map still run in game? It looks like it still copied/outputted the .bsp
The game runs the map perfectly and the lighting works good.
There is around 20 to 30 light entities since the map is outside.
I have a selected and deleted whole map in a new window, and even with 0 block error is still there.
Also ant, can send me your lights.rad in your hl2mp folder and send it to me.

Demon
Server Admin
Posts: 3161
Joined: Tue Nov 15, 2011 6:30 am

Re: I think there is a problem

Post by Demon » Sun Dec 02, 2012 4:03 pm

Cpt. Goomba wrote:
ant_8490 wrote:does the map still run in game? It looks like it still copied/outputted the .bsp
The game runs the map perfectly and the lighting works good.
There is around 20 to 30 light entities since the map is outside.
I have a selected and deleted whole map in a new window, and even with 0 block error is still there.
Also ant, can send me your lights.rad in your hl2mp folder and send it to me.
Delete lights.rad re-install hl2dm.

Peter Brev

Re: I think there is a problem

Post by Peter Brev » Sun Dec 02, 2012 4:29 pm

Demon wrote:
Cpt. Goomba wrote:
ant_8490 wrote:does the map still run in game? It looks like it still copied/outputted the .bsp
The game runs the map perfectly and the lighting works good.
There is around 20 to 30 light entities since the map is outside.
I have a selected and deleted whole map in a new window, and even with 0 block error is still there.
Also ant, can send me your lights.rad in your hl2mp folder and send it to me.
Delete lights.rad re-install hl2dm.
Unistall windows, open the window and throw your computer.

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ant_8490
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Re: I think there is a problem

Post by ant_8490 » Sun Dec 02, 2012 8:17 pm

Cpt. Goomba wrote:
ant_8490 wrote:does the map still run in game? It looks like it still copied/outputted the .bsp
The game runs the map perfectly and the lighting works good.
There is around 20 to 30 light entities since the map is outside.
I have a selected and deleted whole map in a new window, and even with 0 block error is still there.
Also ant, can send me your lights.rad in your hl2mp folder and send it to me.
Anything required for the game to run inside the hl2mp folder will regenerate when you launch the game. Just move out ur file and start up hl2mp for a fresh version.
[GR]Ant_8490{A}
Area 51 Servers - Owner
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Peter Brev

Re: I think there is a problem

Post by Peter Brev » Mon Dec 03, 2012 1:26 am

ant_8490 wrote:
Cpt. Goomba wrote:
ant_8490 wrote:does the map still run in game? It looks like it still copied/outputted the .bsp
The game runs the map perfectly and the lighting works good.
There is around 20 to 30 light entities since the map is outside.
I have a selected and deleted whole map in a new window, and even with 0 block error is still there.
Also ant, can send me your lights.rad in your hl2mp folder and send it to me.
Anything required for the game to run inside the hl2mp folder will regenerate when you launch the game. Just move out ur file and start up hl2mp for a fresh version.
I was thinking moving my file and reinstalling hl2dm.

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ant_8490
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Re: I think there is a problem

Post by ant_8490 » Mon Dec 03, 2012 7:42 am

Cpt. Goomba wrote: I was thinking moving my file and reinstalling hl2dm.
re-downloading the gcfs are a waste of time. if you really want to, just move out ur half-life 2 deathmatch folder from ur account folder and start up the game to have that entire directory reformed.
[GR]Ant_8490{A}
Area 51 Servers - Owner
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2TB Samsung 980 Pro SSD
Windows 10

Peter Brev

Re: I think there is a problem

Post by Peter Brev » Mon Dec 03, 2012 11:31 am

ant_8490 wrote:
Cpt. Goomba wrote: I was thinking moving my file and reinstalling hl2dm.
re-downloading the gcfs are a waste of time. if you really want to, just move out ur half-life 2 deathmatch folder from ur account folder and start up the game to have that entire directory reformed.
Ok, I'll try it.

Demon
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Re: I think there is a problem

Post by Demon » Mon Dec 03, 2012 2:01 pm

Cpt. Goomba wrote:
ant_8490 wrote:
Cpt. Goomba wrote: I was thinking moving my file and reinstalling hl2dm.
re-downloading the gcfs are a waste of time. if you really want to, just move out ur half-life 2 deathmatch folder from ur account folder and start up the game to have that entire directory reformed.
Ok, I'll try it.
TOLD YOU!

Peter Brev

Re: I think there is a problem

Post by Peter Brev » Mon Dec 03, 2012 2:19 pm

You said to unistall. Never doing this now...
EDIT: Still have error.

Peter Brev

Re: I think there is a problem

Post by Peter Brev » Fri Dec 07, 2012 2:19 pm

Problem solved.
Thanks to TopHATTwaffle for helping me.

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shadowslayer
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Re: I think there is a problem

Post by shadowslayer » Fri Dec 07, 2012 7:18 pm

Cpt. Goomba wrote:Problem solved.
Thanks to TopHATTwaffle for helping me.
You will still want to post the solution in case someone else runs into this problem, otherwise this post will be spam.
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Saying "Your lucky i'm peaceful" is pretty much like saying "when i grow up i wanna be an arms race!"-HL2shadowslayer, Area 51 Minecraft
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Peter Brev

Re: I think there is a problem

Post by Peter Brev » Sat Dec 08, 2012 2:49 am

You have to be careful when you set your light.
If you have to much styles on one face, either it means that you have too many lights on 1 area or you have named lights that are too close to each other.
Source can do only 4 styles, keep that in mind.
Another thing to remember, lightmap grids has to be used correctly.
If you set your 3D view into lightmap grid, you will see lots of squares:
This is used to calculate how the shadow is going to be.
A light that aims either a wall or a floor can have his lightmap grid higher because the light expose a lot of light.
Higher values for lightmap grid is worse shadow, lower value means better values but majorly increases the compile time.
So use it correctly.
Try using light_spot instead of light. It's better. Just change outer angle to a bigger (not higher than 70 though) and its constant.
Here you go.

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Re: I think there is a problem

Post by ant_8490 » Sat Dec 08, 2012 1:12 pm

Yep, all pro mappers use "light_spot", not just "light"
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