• Lights Won't Compile
    10 replies, posted
I've had this bug recently, where hammer won't compile lights, except for light_environment. My compile logs show no show of errors. I've tried re-compiling with and without HDR on and with different light entities and compiling on different engines. Nothing's changing. I also checked with the Interloper's Compile Log Checker. Compile Log: [code] ** Executing... ** Command: "c:\program files\steam\steamapps\ninjanakura\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\ninjanakura\half-life 2 episode two\ep2" "D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\ninjanakura\half-life 2 episode two\ep2\materials Loading D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build.vmf Patching WVT material: maps/gm_4build/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 74 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_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 (0) (29294 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 62 texinfos to 42 Reduced 11 texdatas to 10 (258 bytes to 237) Writing D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build.bsp 1 second elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\ninjanakura\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\ninjanakura\half-life 2 episode two\ep2" "D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build" Valve Software - vvis.exe (May 19 2009) 2 threads reading d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp reading d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.prt 24 portalclusters 53 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 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 576 Average clusters visible: 24 Building PAS... Average clusters audible: 24 visdatasize:340 compressed from 384 writing d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\ninjanakura\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "c:\program files\steam\steamapps\ninjanakura\half-life 2 episode two\ep2" "D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp Setting up ray-trace acceleration structure... Done (0.12 seconds) 193 faces 58095 square feet [8365802.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 193 patches before subdivision 9663 patches after subdivision 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 404268, max 340 transfer lists: 3.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(499, 441, 384) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(40, 31, 24) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(4, 3, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0156 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 93/8192 1116/98304 ( 1.1%) brushsides 562/65536 4496/524288 ( 0.9%) planes 176/65536 3520/1310720 ( 0.3%) vertexes 525/65536 6300/786432 ( 0.8%) nodes 71/65536 2272/2097152 ( 0.1%) texinfos 42/12288 3024/884736 ( 0.3%) texdata 10/2048 320/65536 ( 0.5%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 193/65536 10808/3670016 ( 0.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 161/65536 9016/3670016 ( 0.2%) leaves 73/65536 2336/2097152 ( 0.1%) leaffaces 302/65536 604/131072 ( 0.5%) leafbrushes 170/65536 340/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 1590/512000 6360/2048000 ( 0.3%) edges 1141/256000 4564/1024000 ( 0.4%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 32/32768 320/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 624/65536 1248/131072 ( 1.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 148652/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 340/16777216 ( 0.0%) entdata [variable] 1066/393216 ( 0.3%) LDR ambient table 73/65536 292/262144 ( 0.1%) HDR ambient table 73/65536 292/262144 ( 0.1%) LDR leaf ambient 180/65536 5040/1835008 ( 0.3%) HDR leaf ambient 73/65536 2044/1835008 ( 0.1%) 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] 1/208 ( 0.5%) pakfile [variable] 87081/0 ( 0.0%) physics [variable] 29294/4194304 ( 0.7%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 564 Writing d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp 9 seconds elapsed Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp Setting up ray-trace acceleration structure... Done (0.15 seconds) 193 faces 58095 square feet [8365802.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 193 patches before subdivision 9663 patches after subdivision 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2) transfers 404268, max 340 transfer lists: 3.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(499, 441, 384) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(40, 31, 24) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(4, 3, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0146 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 93/8192 1116/98304 ( 1.1%) brushsides 562/65536 4496/524288 ( 0.9%) planes 176/65536 3520/1310720 ( 0.3%) vertexes 525/65536 6300/786432 ( 0.8%) nodes 71/65536 2272/2097152 ( 0.1%) texinfos 42/12288 3024/884736 ( 0.3%) texdata 10/2048 320/65536 ( 0.5%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 193/65536 10808/3670016 ( 0.3%) hdr faces 193/65536 10808/3670016 ( 0.3%) origfaces 161/65536 9016/3670016 ( 0.2%) leaves 73/65536 2336/2097152 ( 0.1%) leaffaces 302/65536 604/131072 ( 0.5%) leafbrushes 170/65536 340/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 1590/512000 6360/2048000 ( 0.3%) edges 1141/256000 4564/1024000 ( 0.4%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 3/8192 264/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 32/32768 320/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 624/65536 1248/131072 ( 1.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 148652/0 ( 0.0%) HDR lightdata [variable] 148652/0 ( 0.0%) visdata [variable] 340/16777216 ( 0.0%) entdata [variable] 1066/393216 ( 0.3%) LDR ambient table 73/65536 292/262144 ( 0.1%) HDR ambient table 73/65536 292/262144 ( 0.1%) LDR leaf ambient 180/65536 5040/1835008 ( 0.3%) HDR leaf ambient 180/65536 5040/1835008 ( 0.3%) 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] 1/208 ( 0.5%) pakfile [variable] 87081/0 ( 0.0%) physics [variable] 29294/4194304 ( 0.7%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 564 Writing d:\projects\blackbone studios\hammer map vmf's\gm\gm_4build.bsp 9 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Projects\BlackBone Studios\Hammer Map VMF's\GM\gm_4build.bsp" "c:\program files\steam\steamapps\ninjanakura\half-life 2 episode two\ep2\maps\gm_4build.bsp" [/code] Help is greatly appreciated.
I don't see any glaring errors in the compile log, screenshots please?
The light in the back is a prop_static. [media]http://i644.photobucket.com/albums/uu165/Cragbones/gm_4build0000.jpg[/media] [editline]01:34AM[/editline] C'mon guys, I seriously need some help. If I can't get it fixed, then my maps are going to be fucked.
Is it inside of a prop? If so, take it out.
yeh light are like spawn point if they're touching anything they wont work
Disable shadows on the prop_static light.
This sometimes happens to me when I get too many light 'patches' for my computer to handle compiling. I just grouped walls and increased lightmaps around the level. How good is your computer? I'm not sure if this is it because it looks like you are compiling a pretty simple map to me.
The light isn't inside the prop. My computer's pretty good. I haven't been getting this problem since about 2 weeks ago.
I did not find any error's with your compile log make sure the light is not inside of the prop and make sure its not facing up words too and if its not in the prop or facing up words try deleting the prop and the light and remake them that is the only thing I can think of right now. hope you get it fixed
Could you show us/me screenies from Hammer?
Try setting the brightness above 500 if you're using the ep2 engine, it's weird but I also get this bug.
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