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Lights arent working.
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I am trying to make a basic square room with a light in it just for testing and fun. I have made sure that the room is completely sealed so there is no leak, placed a light, and yet the room is still completely lit. What am I doing wrong? Here is my compile log in case this helps [CODE] ** Executing... ** Command: "D:\Games\steamapps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "D:\Games\steamapps\common\Half-Life 2\hl2" "D:\Games\steamapps\common\Half-Life 2\hl2\maps\new.vmf" Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: D:\Games\steamapps\common\Half-Life 2\hl2\materials Loading D:\Games\steamapps\common\Half-Life 2\hl2\maps\new.vmf Could not locate 'GameData' key in d:\games\steamapps\common\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) 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 D:\Games\steamapps\common\Half-Life 2\hl2\maps\new.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) (2311 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3 texinfos to 3 Reduced 1 texdatas to 1 (21 bytes to 21) Writing D:\Games\steamapps\common\Half-Life 2\hl2\maps\new.bsp 0 seconds elapsed ** Executing... ** Command: "D:\Games\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "D:\Games\steamapps\common\Half-Life 2\hl2" "D:\Games\steamapps\common\Half-Life 2\hl2\maps\new" Valve Software - vvis.exe (May 15 2014) 8 threads reading d:\games\steamapps\common\half-life 2\hl2\maps\new.bsp reading d:\games\steamapps\common\half-life 2\hl2\maps\new.prt 4 portalclusters 4 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: 16 Average clusters visible: 4 Building PAS... Average clusters audible: 4 visdatasize:44 compressed from 64 writing d:\games\steamapps\common\half-life 2\hl2\maps\new.bsp 0 seconds elapsed ** Executing... ** Command: "D:\Games\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -game "D:\Games\steamapps\common\Half-Life 2\hl2" "D:\Games\steamapps\common\Half-Life 2\hl2\maps\new" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\games\steamapps\common\half-life 2\hl2\maps\new.bsp Setting up ray-trace acceleration structure... Done (0.00 seconds) 52 faces 43463 square feet [6258688.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 52 patches before subdivision 4996 patches after subdivision 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 574882, max 270 transfer lists: 4.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(2445, 1632, 1102) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(554, 247, 113) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(124, 37, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(28, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(6, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0028 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 6/8192 72/98304 ( 0.1%) brushsides 36/65536 288/524288 ( 0.1%) planes 40/65536 800/1310720 ( 0.1%) vertexes 75/65536 900/786432 ( 0.1%) nodes 25/65536 800/2097152 ( 0.0%) texinfos 3/12288 216/884736 ( 0.0%) texdata 1/2048 32/65536 ( 0.0%) 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 52/65536 2912/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 27/65536 864/2097152 ( 0.0%) leaffaces 52/65536 104/131072 ( 0.1%) leafbrushes 20/65536 40/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 240/512000 960/2048000 ( 0.0%) edges 133/256000 532/1024000 ( 0.1%) LDR worldlights 3/8192 264/720896 ( 0.0%) 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] 110088/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 44/16777216 ( 0.0%) entdata [variable] 963/393216 ( 0.2%) LDR ambient table 27/65536 108/262144 ( 0.0%) HDR ambient table 27/65536 108/262144 ( 0.0%) LDR leaf ambient 61/65536 1708/1835008 ( 0.1%) HDR leaf ambient 27/65536 756/1835008 ( 0.0%) 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] 105643/0 ( 0.0%) physics [variable] 2311/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 112 Writing d:\games\steamapps\common\half-life 2\hl2\maps\new.bsp 0 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Games\steamapps\common\Half-Life 2\hl2\maps\new.bsp" "D:\Games\steamapps\common\Half-Life 2\hl2\maps\new.bsp" [/CODE] [editline]22nd July 2016[/editline] Restarting Half-Life fixed this.
type in console mat_fullbright 0
Don't make a thread for every single question Use the question megathread for simple questions, please.
Sorry, you need to
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