Lighting..


12-05-2003, 06:14 PM
Me again. Sick of me yet? ;)

I've run into yet another problem.


Everytime I use Light_environment, everything in the map becomes super bright.

What I'm wanting to do is have the same lighting as the 3d view in hammer, how would I do this? Just make a bunch of light or light spot ents around the entire map?

CSG, BSP, VIS and RAD are all on "normal"




Hammer:

12-05-2003, 06:16 PM
In-Game:

12-05-2003, 06:17 PM
Also.. I got the models to work, but *sometimes* I can only see them if I'm a few feet away from it. Any ideas?

DSettahr
12-05-2003, 09:53 PM
The most common cause of this error is a leak in the map. Check your compile log to make sure that no leaks are present.

12-05-2003, 10:22 PM
Nope. No leak. Here's the log if it helps any:



** Executing...
** Command: Change Directory
** Parameters: c:\sierra\half-life\


** Executing...
** Command: Copy File
** Parameters: "C:\SIERRA\Half-Life\valve\yea.map" "c:\sierra\half-life\dod\maps\\yea.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "c:\sierra\half-life\dod\maps\\yea"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\sierra\half-life\dod\maps\\yea.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: \sierra\half-life\valve\dod_forest.wad
Using WAD File: \sierra\half-life\valve\dod_charlie.wad
Using WAD File: \sierra\half-life\valve\dod_donner.wad
Using WAD File: \sierra\half-life\valve\dod_flash.wad
Using WAD File: \sierra\half-life\valve\dod_jagd.wad
2 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "c:\sierra\half-life\dod\maps\\yea"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
writing c:\sierra\half-life\dod\maps\\yea.prt
2 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "c:\sierra\half-life\dod\maps\\yea"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)
178 portalleafs
531 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (4)
average leafs visible: 59
visdatasize:4271 compressed from 4094
4.0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "c:\sierra\half-life\dod\maps\\yea"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

1012 faces
98475 square feet [14180488.00 square inches]
10515 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (13)
visibility matrix: 6.6 megs
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (30)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (21)
transfer lists: 14.6 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (3)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(141116, 141116, 106252)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (4)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/400 320/25600 ( 1.3%)
planes 1246/32767 24920/655340 ( 3.8%)
vertexes 1282/65535 15384/786420 ( 2.0%)
nodes 373/32767 8952/786408 ( 1.1%)
texinfos 156/8192 6240/327680 ( 1.9%)
faces 1012/65535 20240/1310700 ( 1.5%)
clipnodes 1484/32767 11872/262136 ( 4.5%)
leaves 212/8192 5936/229376 ( 2.6%)
marksurfaces 1088/65535 2176/131070 ( 1.7%)
surfedges 4714/512000 18856/2048000 ( 0.9%)
edges 2358/256000 9432/1024000 ( 0.9%)
texdata [variable] 796/2097152 ( 0.0%)
lightdata [variable] 236688/2097152 (11.3%)
visdata [variable] 4271/2097152 ( 0.2%)
entdata [variable] 1877/131072 ( 1.4%)
=== Total BSP file data space used: 367960 bytes ===
72 seconds elapsed

** Executing...
** Command: c:\sierra\HALF-L~1\hl.exe
** Parameters: -console -game dod +map "yea"

12-05-2003, 10:47 PM
yay someone who actually posts compile logs.

anyway. what are the settings on your light_environment?

12-05-2003, 10:56 PM
Pitch Yaw Roll: 0 60 0
Pitch: -50
Brightness: 255 255 192 180 (light yellow)
Diffuse Brightness: 128 255 255 200 (aqua)

Quakah
12-06-2003, 01:51 AM
Diffuse brightness are your shadows, try setting it darker

haircut
12-08-2003, 10:19 AM
/me notices the q in the tool names (qcsg.exe, qrad.exe etc ...)

Please update your compiler tools to the latest Zoner's tools.

http://collective.valve-erc.com/index.php?go=mhlt

Then compile and tell us what is happening.

Insta
12-10-2003, 02:58 PM
You have put your light_env inside your skybrush, right?

Kehldon
12-11-2003, 12:30 AM
Crank the brigthness down on your monitor ;)


255 255 192 180 where the 180 represents the lightning (ranges from 0-200 ) You could try to lower it to 120-140 and try again.

Also if you have 180 in the direct light areas you should have 200 in shadows(difuse), the they aren't shadows since they are brighter. Try lower it 30-40 lower then the brightness.

I also agreas with Haircut, get zoner's and benefit from nulls among things.

Mythic_Kruger
12-11-2003, 03:32 AM
What kehldon said. The actual brightness is too high. Use something under. With 10-20 you'll get a night map.

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