• PLEASE Help With my map!? It is all Black!?
    38 replies, posted
My buddy is coding a gamemode which is like apocalyptic roleplay... I'm a total noob at making maps, so I made a small, snow covered map, placed a small plywood house and a fire inside the house.. when I try to play the map by testing it with F9, the map loads but it is COMPLETELY black and you can't see anything... [B][I][U]BEFORE YOU READ: It says 'Node graph out of data: rebuilding' whenever it is run! I don't know if this means anything, just saying it now so you see it. [/U][/I][/B] Here is the preview in Source SDK: [IMG]http://i54.tinypic.com/x570d2.png[/IMG] Here is the lighting settings: [IMG]http://i52.tinypic.com/2d80qcp.png[/IMG] Compile log: [QUOTE] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\oblivion2k6\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\oblivion2k6\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta.vmf" Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: c:\program files (x86)\steam\steamapps\oblivion2k6\half-life 2\hl2\materials Loading C:\Program Files (x86)\Steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\oblivion2k6\half-life 2\hl2\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... 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) (575 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 12 texinfos to 5 Reduced 3 texdatas to 3 (61 bytes to 61) Writing C:\Program Files (x86)\Steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\oblivion2k6\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\oblivion2k6\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta" Valve Software - vvis.exe (Jul 7 2010) 4 threads reading c:\program files (x86)\steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta.bsp reading c:\program files (x86)\steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\oblivion2k6\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\oblivion2k6\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta" Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.00 seconds) 24 faces 34588 square feet [4980736.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 15 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) Build Patch/Sample Hash Table(s).....Done<0.0007 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 13/8192 156/98304 ( 0.2%) brushsides 78/65536 624/524288 ( 0.1%) planes 58/65536 1160/1310720 ( 0.1%) vertexes 27/65536 324/786432 ( 0.0%) nodes 31/65536 992/2097152 ( 0.0%) texinfos 5/12288 360/884736 ( 0.0%) texdata 3/2048 96/65536 ( 0.1%) 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 24/65536 1344/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 33/65536 1056/2097152 ( 0.1%) leaffaces 24/65536 48/131072 ( 0.0%) leafbrushes 4/65536 8/131072 ( 0.0%) areas 1/256 8/2048 ( 0.4%) surfedges 120/512000 480/2048000 ( 0.0%) edges 61/256000 244/1024000 ( 0.0%) LDR worldlights 15/8192 1320/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 83520/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 3755/393216 ( 1.0%) LDR ambient table 33/65536 132/262144 ( 0.1%) HDR ambient table 33/65536 132/262144 ( 0.1%) LDR leaf ambient 28/65536 784/1835008 ( 0.0%) HDR leaf ambient 33/65536 924/1835008 ( 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] 1/12 ( 8.3%) pakfile [variable] 105707/0 ( 0.0%) physics [variable] 575/4194304 ( 0.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 48 Writing c:\program files (x86)\steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta.bsp 1 second elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\oblivion2k6\sourcesdk_content\hl2\mapsrc\stalker_winter_beta.bsp" "c:\program files (x86)\steam\steamapps\oblivion2k6\half-life 2\hl2\maps\stalker_winter_beta.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 220 -game "c:\program files (x86)\steam\steamapps\oblivion2k6\half-life 2\hl2" +map "stalker_winter_beta" [/QUOTE] [B][I][U]ALSO, it says node graph out of data. Rebuilding.[/U][/I][/B]
What's most likely the problem is simply because you don't have any lights, which would be my guess.
Is the player spawn actually in the map? Do you have a skybox? Did you check for leaks? Do you have a light_environment? Could you post your compile log?
Did you put any lights at all? By the sound of it you used a texture that lights up the surrounding area, or you placed one light somewhere.
Doesn't the fire emit it's own light though? It's been a while since I've used it. Then again he probably has the player spawn outside the house.
Basically it is a big snow textured box and I have lights stuck to the ceiling..... Do I have to do something to the lights after I place them...? Also I placed an env_fire over a wooden prop... is that right? If anyone could teach me on teamviewer....? EDIT: What is a skybox I need to have.....
A skybox might help. Here's a tutorial for you on how to apply a 2d skybox. [url]http://www.interlopers.net/tutorials/1798[/url] Also make sure the lights aren't directly in the ceiling.
is the 4th digit of ur hdr brightness negative?
OP post compile log and a screenshot. Make sure you have no lights actually in anything such as props or brushes.
lol firegod's strafing run of dumb ratings over the thread
[QUOTE=skynet.;32226997]lol firegod's strafing run of dumb ratings over the thread[/QUOTE] I'm rating dumb posts dumb because they are dumb.
Updated.
Wheatly, before you start creating any kind of map yourself, I would seriously recommend taking a look at some tutorials. You obviously have a lot to learn and it seems as if what you're dealing with is simply too much. Just head over to YouTube and search for 'Hammer Editor tutorials', and it should give you the best ones. I don't see any problem regarding your map though. If you'd like to you can add me on steam; [url]http://steamcommunity.com/id/Lallumio[/url]
If you are compiling with hdr on, the lights default to being very dim. Change the last number on brightness to 200 and you will see a difference.
The log says there is a leak. Probably something is accidentally touching the void. It also appears that most entities aren't snapped on the grid.
You also have overlapping brushes (which source won't appreciate, and everything seems to be on a 64 grid. And the house is huge compared to the size of the player starts.
Map>load pointfile Follow the red line from an entity to the hole in the map. Patch it. only brushes seal the map. As long as you have a leak the lights wont bounce. That is why its pitch black. If the brightness hdr is -1 but brightness is 200, the hdr value uses the same intensity as the regular brightness. You could just need to raise the brightness. and yes don't overlap anything.
Anyone got teamviewer..?
Why would anyone need that, you have been given a lot of help here. At the very least, if you want to start mapping, you should start with tutorials.
[QUOTE=IronPhoenix;32235629]Why would anyone need that, you have been given a lot of help here. At the very least, if you want to start mapping, you should start with tutorials.[/QUOTE] Because Firegod552's suggestion isn't working. Why are you even posting here if you're not helping? At least the others are trying to help..
[QUOTE=TheWheatley;32236698]Because Firegod552's suggestion isn't working. Why are you even posting here if you're not helping? At least the others are trying to help..[/QUOTE] I have written two posts containing helpful information, and the third isn't exactly unhelpful.
Its not the lights I know that for sure... anyways guys I'm only 13 and this is my first map. This isn't easy for me =(
[QUOTE=TheWheatley;32241335]Its not the lights I know that for sure... anyways guys I'm only 13 and this is my first map. This isn't easy for me =([/QUOTE] Age shouldn't be an excuse. Either you can map, or you need more practice, or you can't. Age has nothing to do with it and thus should never be used as an excuse.
[QUOTE=TheWheatley;32241335]Its not the lights I know that for sure... anyways guys I'm only 13 and this is my first map. This isn't easy for me =([/QUOTE] add me on steam i have team viewer.
Stalker_winter: Black Edition.
[QUOTE=Doom;32226037]What's most likely the problem is simply because you don't have any lights, which would be my guess.[/QUOTE] What the fuck?
However, if there is a point light entity casting light, then light will be cast. Point entities are being used in this case.
[QUOTE=Mr Anonymous;32338785]Yeah. But, I am just saying env_light should be used. Not just single light entities.[/QUOTE] You can light that whole area with only 1 light. OP just needs to make it brighter and fix his leaks.
It's because your walls are water. [editline]17th September 2011[/editline] Or they look like it
[QUOTE=_NewBee;32343110]It's because your walls are water. [editline]17th September 2011[/editline] Or they look like it[/QUOTE] The walls are snow. What kind of natural water do you have near you that is pure white?
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