• Spinning Props/Lighting Issues
    5 replies, posted
I have two problems. The first one is that I'm trying to make a spinning ceiling fan by parenting the blades (prop_dynamic) to a phys_motor. I set up the axis correctly, speed to 180, but when I load the map nothing happens; the fan just sits still. Next problem is that my light_spots don't show up at all in the map. No sprite, no light, no nothin'. Any help?
Try setting up a logic_auto with OnMapStart to turn the blades on that way.
[QUOTE=maximizer39v2;40919194]I have two problems. The first one is that I'm trying to make a spinning ceiling fan by parenting the blades (prop_dynamic) to a phys_motor. I set up the axis correctly, speed to 180, but when I load the map nothing happens; the fan just sits still. Next problem is that my light_spots don't show up at all in the map. No sprite, no light, no nothin'. Any help?[/QUOTE] Is the map fullbright? Do regular lights work? What engine is this on? Are there any leaks? Compile log?
[QUOTE=maximizer39v2;40919194]I have two problems. The first one is that I'm trying to make a spinning ceiling fan by parenting the blades (prop_dynamic) to a phys_motor. I set up the axis correctly, speed to 180, but when I load the map nothing happens; the fan just sits still. Next problem is that my light_spots don't show up at all in the map. No sprite, no light, no nothin'. Any help?[/QUOTE] disable the shadows on the fan
[QUOTE=WitheredGryphon;40920419]Is the map fullbright? Do regular lights work? What engine is this on? Are there any leaks? Compile log?[/QUOTE] Compile log: [spoiler][code] materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\bob264317\sourcesdk_content\cstrike\mapsrc\ttt_oilrig.vmf Can't find surfaceprop antlionsand for material NATURE/BLENDSANDSAND008A, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/ttt_oilrig/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/ttt_oilrig/nature/blendsandsand008a_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 126 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\bob264317\sourcesdk_content\cstrike\mapsrc\ttt_oilrig.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.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_09*.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) (147261 bytes) Error! To use model "models/206b/206sp2.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/206b/206sp2.mdl"! 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 384 texinfos to 294 Reduced 41 texdatas to 35 (1206 bytes to 991) Writing C:\Program Files (x86)\Steam\steamapps\bob264317\sourcesdk_content\cstrike\mapsrc\ttt_oilrig.bsp 0 seconds elapsed 4 threads reading c:\program files (x86)\steam\steamapps\bob264317\sourcesdk_content\cstrike\mapsrc\ttt_oilrig.bsp reading c:\program files (x86)\steam\steamapps\bob264317\sourcesdk_content\cstrike\mapsrc\ttt_oilrig.prt 359 portalclusters 1240 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 2753 visible clusters (2.31%) Total clusters visible: 119422 Average clusters visible: 332 Building PAS... Average clusters audible: 359 visdatasize:35200 compressed from 34464 writing c:\program files (x86)\steam\steamapps\bob264317\sourcesdk_content\cstrike\mapsrc\ttt_oilrig.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\bob264317\sourcesdk_content\cstrike\mapsrc\ttt_oilrig.bsp 2352 faces 384569 square feet [55377964.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2352 patches before subdivision 20202 patches after subdivision 5 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3297124, max 822 transfer lists: 25.2 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(7874, 12571, 10164) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(6824, 10697, 7877) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(488, 673, 330) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(402, 551, 253) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(32, 38, 12) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(24, 29, 8) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 2, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1, 2, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0072 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 9/1024 432/49152 ( 0.9%) brushes 342/8192 4104/98304 ( 4.2%) brushsides 2462/65536 19696/524288 ( 3.8%) planes 1158/65536 23160/1310720 ( 1.8%) vertexes 3478/65536 41736/786432 ( 5.3%) nodes 713/65536 22816/2097152 ( 1.1%) texinfos 294/12288 21168/884736 ( 2.4%) texdata 35/2048 1120/65536 ( 1.7%) 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 2352/65536 131712/3670016 ( 3.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1635/65536 91560/3670016 ( 2.5%) leaves 723/65536 23136/2097152 ( 1.1%) leaffaces 2904/65536 5808/131072 ( 4.4%) leafbrushes 616/65536 1232/131072 ( 0.9%) areas 2/256 16/2048 ( 0.8%) surfedges 18588/512000 74352/2048000 ( 3.6%) edges 11534/256000 46136/1024000 ( 4.5%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 179/32768 1790/327680 ( 0.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4623/65536 9246/131072 ( 7.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 659968/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 35200/16777216 ( 0.2%) entdata [variable] 39129/393216 (10.0%) LDR ambient table 723/65536 2892/262144 ( 1.1%) HDR ambient table 723/65536 2892/262144 ( 1.1%) LDR leaf ambient 2834/65536 79352/1835008 ( 4.3%) HDR leaf ambient 723/65536 20244/1835008 ( 1.1%) 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] 1/8076 ( 0.0%) pakfile [variable] 213148/0 ( 0.0%) physics [variable] 147261/4194304 ( 3.5%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 7235 Writing c:\program files (x86)\steam\steamapps\bob264317\sourcesdk_content\cstrike\mapsrc\ttt_oilrig.bsp 12 seconds elapsed [/code][/spoiler] It's on Source Engine MP for Counter-Strike: Source. Map isn't fullbright; I set up a light_environment which works fine. The light_spots light up the map, just without any visible effects as well. I don't have any regular lights. [editline]6th June 2013[/editline] [QUOTE=slayer20;40920096]Try setting up a logic_auto with OnMapStart to turn the blades on that way.[/QUOTE] I'll try that.
Light_spot doesn't emit a spotlight sprite - Use a mix of light_spot and env_spotlight instead. Sometimes it may happen that you've "submerged" the light entity too deep in the lamp model, so try making it go a little outside of it, and see what happens. Another way to do rotating entities is to make this - Make a func_rotating brush (can be nodraw) and parent a prop to it. Then change it's distance to a very high number, such as 900000. This should last until the end of round in CS:S. Tweak it's parameters, and once you're done, place a logic_auto entity and set the output to onMapSpawn - <fan's func_rotating> - Open. Also, change your sky name to sky_day01_09[B]_hdr[/B] in case it's badly stretched. I've seen many maps with this issue.
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