Light problem
Neutrino
08-22-2003, 09:50 PM
For some reason, my light_environment is not working. I have one in my map, it used to work but just after one compile its not compiling right or something.
I dont have leaks or anything, and everything is still bright and there are no shadows. Does anyone know what this is caused by or what I can do to solve it?
(I tried compiling through worldcraft and batch compiler with zhlt)
travis
08-23-2003, 02:12 AM
pm me the logfile, and what are the entity settings?
Neutrino
08-24-2003, 08:12 AM
I read that to fix, i must scale the textures up. Ive scaled so much already and the error keeps showing up and then i test the map and still no lighting.
Sorry for bringing this back up but I would really like to fix this problem
Oh and another thing. In dod maps, it seems like all the faces of blocks are sky except for the faces that you can see which will be textures with some wall. I decompiled kalt, and checked out of the the walls that seemed to do this but I figured that all the faces were actually one textures but clearly in the game, when I go on anotherside of a brush you are not suppost to see, it looks like sky (and when i try to do this in hammer, an error comes up)
TheNomad
08-24-2003, 01:30 PM
u need to make sure the sky brushes have the sky texture on all the faces.
Neutrino
08-28-2003, 07:31 AM
I dont think I explained it very well. Anyways here is the hlrad part of the compile. Please dont hate me for bringing this up, it will be the last time because I just want to fix this light problem.
----- BEGIN hlrad -----
Command line: C:\zhlt\hlrad.exe C:\Sierra\Counter-Strike\dod\maps\Bastogne2
-= 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 [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 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 [ 45.000 ] [ 45.000 ]
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 ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
8265 faces
Create Patches : 70898 base patches
0 opaque faces
1098607 square feet [158199456.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The maximum number of light patches for the map has been reached
Howto Fix: There are a few things which can be done: scaling up textures on visible faces will create larger patches, and thus fewer patches; A larger -chop value will generate fewer patches at the expense of quality; Simplify the map
----- END hlrad -----
Now, ive scaled my snow texture up from 1.00 to 5.00 (all of them). I even did the roof of homes from like .90 to 10.00 and places you couldnt see to 10.00. Must I also scale up textures you cannot see, like the side of the triangle faces that meet together?
Mythic_Kruger
08-28-2003, 08:25 AM
The error is: Exceeded MAX_PATCHES
Search here : http://www.slackiller.com/tommy14/errors.htm
:cool:
Neutrino
08-28-2003, 08:31 AM
thank you but what do i do here?
Using -chop values larger than the default 64 for hlrad will cause the light patches to be larger. However, for values larger than around 96 the map's lights start looking bad, and will more prominently show the 'staircase' effect on shadows
haircut
08-29-2003, 01:50 AM
Originally posted by TheCarnage55
Oh and another thing. In dod maps, it seems like all the faces of blocks are sky except for the faces that you can see which will be textures with some wall. I decompiled kalt, and checked out of the the walls that seemed to do this but I figured that all the faces were actually one textures but clearly in the game, when I go on anotherside of a brush you are not suppost to see, it looks like sky (and when i try to do this in hammer, an error comes up)
You will find that it's the NULL texture being used.
Take a look at this Custom version of the compiler tools:
http://collective.valve-erc.com/index.php?go=mhlt
Read the documentaion that comes with it, it will tell you about the NULL texture and how to use it.
What about your Sky Box, have you done one as suggested on Tommy14's web site: http://www.slackiller.com/tommy14/errors.htm#maxpatch, and not just put a big box around your map.
Originally posted by TheCarnage55
thank you but what do i do here?
Using -chop values larger than the default 64 for hlrad will cause the light patches to be larger. However, for values larger than around 96 the map's lights start looking bad, and will more prominently show the 'staircase' effect on shadows
I've encountered this error few times myself too.
Here's the deal:
Use null texture where it's possible to prevent hl patching those walls. Scale textures like ground or rocks etc. to lower the patches count.
Good luck!
scaling textures wont hlep if you have the "don't scale patches option". I always have that on cause i scale my grass to 2, but i have a box with .5, its very obvious.
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