Fullbright? (Has light_enviroment settings and nothing seems wrong)
9 replies, posted
[quote]Fullbright? (Has light_enviroment settings and nothing seems wrong)[/quote]
I have a problem. I am an experienced mapper, and never until now have I ran into a problem like this.
[b]Basically the map works completly fine, and has a completly working fine light enviroment (don't ask if its the light_enviroment because i have it as a prefab and it works for all my other maps).[/b]
[b]PS. Could it be a leak?[/b]
[b]Note:[/b] The map has never ran into erros. I've never messed with any of the vmf, bsp, vmx, or prt ever. It stopped working shortly after I added a huge part of the map. The map's last update: [url]http://thealmightylol.ucoz.com/news/gm_tri_build_update/2011-05-01-19[/url]
[img]http://thealmightylol.ucoz.com/Randommaps/gm_tri_build0106.jpg[/img]
[code]Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\christianbryant\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\christianbryant\sourcesdk_content\hl2\mapsrc\gm_tri_build.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error! Variable "$detail" is multiply defined in material "cib/cliff"!
Error! Variable "$detailscale" is multiply defined in material "cib/cliff"!
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\christianbryant\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/gm_tri_build/blend/blendgrassdirt_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (6)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\steamapps\christianbryant\sourcesdk_content\hl2\mapsrc\gm_tri_build.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa02*.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 (3) (1110708 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4947 texinfos to 2460
Reduced 183 texdatas to 143 (7021 bytes to 5356)
Writing C:\Program Files (x86)\Steam\steamapps\christianbryant\sourcesdk_content\hl2\mapsrc\gm_tri_build.bsp
31 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\christianbryant\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\christianbryant\half-life 2 episode two\ep2" -fast "C:\Program Files (x86)\Steam\steamapps\christianbryant\sourcesdk_content\hl2\mapsrc\gm_tri_build"
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\christianbryant\sourcesdk_content\hl2\mapsrc\gm_tri_build.bsp
reading c:\program files (x86)\steam\steamapps\christianbryant\sourcesdk_content\hl2\mapsrc\gm_tri_build.prt
7255 portalclusters
24111 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (84)
Optimized: 2734045 visible clusters (0.00%)
Total clusters visible: 42600480
Average clusters visible: 5871
Building PAS...
Average clusters audible: 7249
visdatasize:12843231 compressed from 13233120
writing c:\program files (x86)\steam\steamapps\christianbryant\sourcesdk_content\hl2\mapsrc\gm_tri_build.bsp
1 minute, 47 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\christianbryant\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\christianbryant\half-life 2 episode two\ep2" -noextra "C:\Program Files (x86)\Steam\steamapps\christianbryant\sourcesdk_content\hl2\mapsrc\gm_tri_build"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\christianbryant\sourcesdk_content\hl2\mapsrc\gm_tri_build.bsp
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (10.53 seconds)
23424 faces
30 degenerate faces
16095468 square feet [2317747456.00 square inches]
131 Displacements
1701882 Square Feet [245071008.00 Square Inches]
23394 patches before subdivision
zero area child patch
zero area child patch
526394 patches after subdivision
sun extent from map=0.000000
90 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (193)
BuildVisLeafs: 0...1...2...3...4.
** Executing...[/code]
[b]Thx for any help.[/b]
Yes, you have a leak. Load pointfile, find it and fix it. Next time post this in the questions thread, use [code] tags for your compile log, and check for errors using this: http://www.interlopers.net/errors
my god
[img]http://onsiteservice.net/News/wp-content/uploads/2011/03/mouse-scroll-wheel.jpg[/img]
[quote]FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8833.9 -2740.0 -957.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 55111:[/quote]If I remember correctly, this is an areaportal error where one side of the portal can reach the other side of the portal.
at the top menu, click "Map" and then "Load Pointfile".
look for a red line, then close off the area that it's leaking through.
If it's not that, enable cheats in the console and type "mat_fullbright 0".
[editline]piss off ya?[/editline]
ninja'd by stupideye
[QUOTE=J4censolo;30152295]my god
[img]http://onsiteservice.net/News/wp-content/uploads/2011/03/mouse-scroll-wheel.jpg[/img][/QUOTE]
Scroll bar? Also anyone know how to get the spoiler thing to work (The thing where you have to click to open text and what not?)
[editline]31st May 2011[/editline]
Also, wuuuuuuuuut? Why do only some of maps have .lin files?
[QUOTE=Stupideye;30152280]Yes, you have a leak. Load pointfile, find it and fix it. Next time post this in the questions thread, use [code] tags for your compile log, and check for errors using this: http://www.interlopers.net/errors[/QUOTE]
[img]http://img18.imageshack.us/img18/3562/wutnd.jpg[/img]
[QUOTE=thealmightylol;30152373]Scroll bar? Also anyone know how to get the spoiler thing to work (The thing where you have to click to open text and what not?)
[editline]31st May 2011[/editline]
Also, wuuuuuuuuut? Why do only some of maps have .lin files?
[img]http://img18.imageshack.us/img18/3562/wutnd.jpg[/img][/QUOTE]
You only have a .lin file if the map leaked.
And please cut down on the compile log in the OP. No need to shop us the log for the last 10 compiles.
find the brush with the ID 55111 and delete it and remake it. It might be invalid making the compiler crash.
And [noparse][sp]Spoiler[/sp][/noparse]
Ive noticed that is your 3rd help thread today, try using the help thread rather then making a new one each time you have a problem
[QUOTE=pinecleandog;30153786]Ive noticed that is your 3rd help thread today, try using the help thread rather then making a new one each time you have a problem[/QUOTE]
please! Every few weeks someone new comes and just starts spamming threads for help with certain things, why not if your not going to be using the question thread make a thread that you can post in personally that hopefully people will respond to rather than making tons of threads that people will hate you even more for.
People here are good helpers (some of them.. :D ) and I am sure they won't mind helping you, but if you keep spamming HELP ME! threads they will begin to dislike you quite a bit and some won't give help that is very much needed.
Just a little tip.
Well I don't quite understand what that huge block of text is that you posted, it sure as hell isn't a proper compile log.
Please re-compile, and then post the compile log that hammer gives you.
[quote]Entity ambient_generic (2547.78 -181.54 225.26) leaked![/quote]
That showed on the first copy of the compile log data that you posted.
[quote]Entity infodecal (-9334.88 -2689.54 1170.41) leaked![/quote]
That on another
Also check brush numbers:# 55111, 60622, and 3282
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