Sdk "snow" and light errors

http://www.youtube.com/watch?v=2yA1lN1f4EU
As you can see my snow is rain
The “snow” settings are
100% density
snowfall

I’m running:
Operating System:
Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)
Language: English (Regional Setting: English)
System Manufacturer: HP Pavilion 061
System Model: PX761AA-ABA A1125C
BIOS: BIOS Date: 04/29/05 17:55:16 Ver: 08.00.10
Processor: Intel® Pentium® 4 CPU 3.20GHz (2 CPUs)
Memory: 1016MB RAM
Page File: 1193MB used, 1243MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.5512 32bit Unicode

Card name: Intel® 82915G/GV/910GL Express Chipset Family
Manufacturer: Intel Corporation
Chip type: Intel® 82915G/GV/910GL Express Chipset Controller
DAC type: Internal
Device Key: Enum\PCI\VEN_8086&DEV_2582&SUBSYS_2A08103C&REV_04
Display Memory: 128.0 MB
Current Mode: 1280 x 1024 (32 bit) (60Hz)
Monitor: HP f1905 flat panel monitor
Monitor Max Res: 1280,1024
Driver Name: ialmrnt5.dll
Driver Version: 6.14.0010.3971 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 12/1/2004 10:19:28, 37951 bytes
WHQL Logo’d: Yes
WHQL Date Stamp: n/a
VDD: n/a
Mini VDD: ialmnt5.sys
Mini VDD Date: 12/1/2004 10:28:14, 776637 bytes
Device Identifier: {D7B78E66-66C2-11CF-0F7C-020AA5C2CB35}
Vendor ID: 0x8086
Device ID: 0x2582
SubSys ID: 0x2A08103C
Revision ID: 0x0004
Revision ID: 0x0004
Video Accel:
Deinterlace Caps: n/a
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Not Available
DDraw Test Result: Not run
D3D7 Test Result: Not run
D3D8 Test Result: Not run
D3D9 Test Result: Not run

I’m getting a new computer soon

I also own:
gmod
hl2
Cs:s

I think the shadowing is due to the fact of i Never used cubemap before and don’t know what im doing with it.

** Executing…
** Command: “c:\program files\steam\steamapps\sk8blitz\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\sk8blitz\half-life 2\hl2” “C:\HammerAutosave estsnow_003”

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\sk8blitz\half-life 2\hl2\materials
Loading C:\HammerAutosave estsnow_003.vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity light_environment (-3392.00 3584.00 448.00) leaked!
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 8 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable “$hdrbasetexture” for material “skybox/sky_day02_09rt”
Can’t load skybox file skybox/sky_day02_09 to build the default cubemap!
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) (3282 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 9 texinfos to 7
Reduced 3 texdatas to 3 (58 bytes to 58)
Writing C:\HammerAutosave estsnow_003.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\sk8blitz\sourcesdk\bin\ep1\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\sk8blitz\half-life 2\hl2” -fast “C:\HammerAutosave estsnow_003”

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\hammerautosave estsnow_003.bsp
reading c:\hammerautosave estsnow_003.prt
LoadPortals: couldn’t read c:\hammerautosave estsnow_003.prt

** Executing…
** Command: “c:\program files\steam\steamapps\sk8blitz\sourcesdk\bin\ep1\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\sk8blitz\half-life 2\hl2” -noextra “C:\HammerAutosave estsnow_003”

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\hammerautosave estsnow_003.bsp
No vis information, direct lighting only.
1194 faces
4348336 square feet [626160512.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (182)
Build Patch/Sample Hash Table(s)…Done<0.1165 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0…1…2…3…4…5…6…7…8…9…10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 2/1024 96/49152 ( 0.2%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 98/65536 1960/1310720 ( 0.1%)
vertexes 1259/65536 15108/786432 ( 1.9%)
nodes 353/65536 11296/2097152 ( 0.5%)
texinfos 7/12288 504/884736 ( 0.1%)
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 1194/65536 66864/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 37/65536 2072/3670016 ( 0.1%)
leaves 356/65536 11392/2097152 ( 0.5%)
leaffaces 1699/65536 3398/131072 ( 2.6%)
leafbrushes 381/65536 762/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5070/512000 20280/2048000 ( 1.0%)
edges 2562/256000 10248/1024000 ( 1.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 18/32768 180/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 273/65536 546/131072 ( 0.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2317828/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 690/393216 ( 0.2%)
LDR leaf ambient 356/65536 8544/1572864 ( 0.5%)
HDR leaf ambient 0/65536 0/1572864 ( 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] 20006/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 3282/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 2495842 bytes ====

Total triangle count: 2534
Writing c:\hammerautosave estsnow_003.bsp
3 minutes, 4 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\HammerAutosave estsnow_003.bsp” “c:\program files\steam\steamapps\sk8blitz\half-life 2\hl2\maps estsnow_003.bsp”

** Executing…
** Command: “c:\program files\steam\steamapps\sk8blitz\half-life 2\hl2.exe”
** Parameters: -game “c:\program files\steam\steamapps\sk8blitz\half-life 2\hl2” +map “testsnow_003”

Entity light_environment (-3392.00 3584.00 448.00) leaked! <----How The F*** did it “leak”?

Replied to the video with If the snow is* a displacement then your causing it to bleed through one of the surrounding sky-box brushes.

The rain could be a result from a leak, try ash-fall instead, it’s virtually the same thing.

Also the map is kinda large, are you making a winter flatgrass?

(Fucking no more please =_=)

Use snowfall for the precipitation. as for the displacements i don’t know :confused:

HAHA no no… hides map just kidding, I’m making…trying…attempting to make an open (snowy) map with some cool stuff don’t want to give to much awayeven though it wont live to see the light of day. And the “snow” isn’t in the sky box it’s lined up to the grid with the skybox

Ash-fall also looks like rain lulz


ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (-3392.00 3584.00 448.00) leaked!

Your map has a leak, load the pointfile and follow the red lines.

I’m going to stab the next person that doesn’t attempt to read their compile log before posting it.

If you didn’t know i did read it smart guy. I’m guessing you didn’t notice me pointing out my light leaked??!?!?!

:ohdear:

updated with a new video http://www.youtube.com/watch?v=2yA1lN1f4EU

Seriously just remake it, and this time make a single cube then hollow it.

edit: Then do the rest, i was referring to the fact that he made 4 walls, a ceiling and a floor then aligned them ca. instead of just making a hollow cube to make sure it’s perfectly aligned :slight_smile:

It’s pretty obvious that whatever brush based entity you have inside your level is causing the leak, you have the helper from it moved outside the level.

Load the pointfile and fix the leak then.

[editline]12:48PM[/editline]

Light_environment is a point entity.

I can see from that crappy video that your skybox is a func_detail. Problem solvered.

Try using env_embers instead. I heard from some tutorials they work better than the snow in func_precipitation.