• Black Map
    13 replies, posted
Uhm.. the whole map turned black O.o It's like midnight... I can see a bit but not much Video: [url]http://www.youtube.com/watch?v=hpQAoa_QLhQ[/url]
Post compile log. Also, next time post in the stick for small questions like these. :smithicide:
** Executing... ** Command: "c:\program files\steam\steamapps\3007marius\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2" "C:\Users\Knut Ivar Jansson\Documents\gm_highrise.vmf" Valve Software - vbsp.exe (Jun 8 2010) 2 threads materialPath: c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2\materials Loading C:\Users\Knut Ivar Jansson\Documents\gm_highrise.vmf Could not locate 'GameData' key in c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2\gameinfo.txt 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Knut Ivar Jansson\Documents\gm_highrise.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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_01*.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) (26181 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 52 texinfos to 40 Reduced 14 texdatas to 14 (425 bytes to 425) Writing C:\Users\Knut Ivar Jansson\Documents\gm_highrise.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\3007marius\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2" "C:\Users\Knut Ivar Jansson\Documents\gm_highrise" Valve Software - vvis.exe (Jun 8 2010) 2 threads reading c:\users\knut ivar jansson\documents\gm_highrise.bsp reading c:\users\knut ivar jansson\documents\gm_highrise.prt 170 portalclusters 505 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 (6) Optimized: 39 visible clusters (0.00%) Total clusters visible: 18225 Average clusters visible: 107 Building PAS... Average clusters audible: 163 visdatasize:8890 compressed from 8160 writing c:\users\knut ivar jansson\documents\gm_highrise.bsp 6 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\3007marius\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2" "C:\Users\Knut Ivar Jansson\Documents\gm_highrise" Valve Software - vrad.exe SSE (Jun 8 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\knut ivar jansson\documents\gm_highrise.bsp Setting up ray-trace acceleration structure... Done (0.04 seconds) 868 faces 891324 square feet [128350776.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 868 patches before subdivision 51922 patches after subdivision 112 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 3102364, max 413 transfer lists: 23.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(8667, 8555, 5819) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(4264, 4128, 2574) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(2179, 2081, 1196) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1109, 1041, 551) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(571, 528, 258) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(293, 267, 120) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(151, 135, 56) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(78, 69, 26) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(40, 35, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(21, 18, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(11, 9, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(5, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(3, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0435 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 112 of 112 (100% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 74/8192 888/98304 ( 0.9%) brushsides 446/65536 3568/524288 ( 0.7%) planes 212/65536 4240/1310720 ( 0.3%) vertexes 1179/65536 14148/786432 ( 1.8%) nodes 346/65536 11072/2097152 ( 0.5%) texinfos 40/12288 2880/884736 ( 0.3%) texdata 14/2048 448/65536 ( 0.7%) 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 868/65536 48608/3670016 ( 1.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 233/65536 13048/3670016 ( 0.4%) leaves 348/65536 11136/2097152 ( 0.5%) leaffaces 953/65536 1906/131072 ( 1.5%) leafbrushes 176/65536 352/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 4887/512000 19548/2048000 ( 1.0%) edges 2675/256000 10700/1024000 ( 1.0%) LDR worldlights 112/8192 9856/720896 ( 1.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 47/32768 470/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 660/65536 1320/131072 ( 1.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1707656/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 8890/16777216 ( 0.1%) entdata [variable] 331/393216 ( 0.1%) LDR ambient table 348/65536 1392/262144 ( 0.5%) HDR ambient table 348/65536 1392/262144 ( 0.5%) LDR leaf ambient 429/65536 12012/1835008 ( 0.7%) HDR leaf ambient 348/65536 9744/1835008 ( 0.5%) 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] 1/12 ( 8.3%) pakfile [variable] 105675/0 ( 0.0%) physics [variable] 26181/4194304 ( 0.6%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2219 Writing c:\users\knut ivar jansson\documents\gm_highrise.bsp 14 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Knut Ivar Jansson\Documents\gm_highrise.bsp" "c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2\maps\gm_highrise.bsp" ** Executing... ** Command: c:\program files\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\3007marius\half-life 2 episode two\ep2" +map "gm_highrise" ____________________ C:\Users\Knut Ivar Jansson is not my name, after it was repaired it got my dad's name -.-
Do you have an light_environment or and other light source?
Are you compiling with hdr on?
~ZOMG: NO IronPhoenix: NO
xmariusx: CAPS You should get a light_environment into the map. And also place down lights.
If there are no lights in the map, it should be fullbright. Are you sure there are no lights in the map?
Yes i'm sure... added the video It realy looks like I have added lights, but I dont have!!
:lol: Hes using a texture light just as I though. Place down a light_environment and adjust the settings. [url]http://developer.valvesoftware.com/wiki/Sky_list[/url]
So the texture is a light itself?
[url]http://www.facepunch.com/showthread.php?t=961576[/url] Pretty much. Just place a light_environment down and you should be good.
It worked, thx! :) Could you help me with another problem too? xD ladders wont work -.- I have done everything right, I followed your tutorial
[QUOTE=xmariusx;23152602]It worked, thx! :) Could you help me with another problem too? xD ladders wont work -.- I have done everything right, I followed your tutorial[/QUOTE] Generally, if something doesn't work, then it's something you have done wrong.
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