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.
Sorry, you need to Log In to post a reply to this thread.