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Yet another mapping problem
http://sc.cartman-2000.net/forum/viewtopic.php?f=18&t=232
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Author:  The alien [ Sat Nov 08, 2008 5:13 pm ]
Post subject:  Yet another mapping problem

I can't add any lighting to my maps? I've tried evrey possible combination I can think of but it never works? I've tried "Light_enviroment,Light_spot, and just light" all of them don't emite light? Also I mess around with them they still don't work! If you can help me that would be excellent. :(

Author:  The alien [ Sat Nov 08, 2008 9:54 pm ]
Post subject:  Re: Yet another mapping problem

Never mind, don't bother replying i'm going to stop making maps all together.

Author:  cartman-2000 [ Sat Nov 08, 2008 11:05 pm ]
Post subject:  Re: Yet another mapping problem

make sure you don't have any leakes(gaps to the void.) in the map, and make sure there not in the walls.

Author:  The alien [ Sun Nov 09, 2008 8:43 pm ]
Post subject:  Re: Yet another mapping problem

Alright, I made sure it isn't in the walls, I made sure there aren't any gaps....but guess what....I still can't add lighting!? I think my VHE is just messed up?

Author:  impcnrd [ Mon Nov 10, 2008 12:47 pm ]
Post subject:  Re: Yet another mapping problem

any error any where
in bsp or in rad or whatever
will cuase hammer to not completely finish compiling the map
so in some cases
the .bsp file won't be created
in terms of a leak
it would be created but lights won't be added
check if you have a BIG room
cuase it could cuase there to be not enough light to light every block and an error to occur
look for
"max_leaf_faces" or something like that
it can also occur if you have a block with a texture that, when painted on the block,
that the size is smaller than 1
can happen with vecter manipulation tool
so do the advanced texture thingy tool

Author:  The alien [ Sun Nov 16, 2008 9:10 pm ]
Post subject:  Re: Yet another mapping problem

I still can't add lighting :ahhh:

Author:  cartman-2000 [ Mon Nov 17, 2008 4:15 am ]
Post subject:  Re: Yet another mapping problem

post the log so we can see what the problem is.

Author:  The alien [ Mon Nov 17, 2008 4:36 pm ]
Post subject:  Re: Yet another mapping problem

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Valve\Steam\SteamApps\gatlinggun33\half-life


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\Test.map" "C:\Program Files\Valve\Steam\SteamApps\gatlinggun33\half-life\SvenCoop\maps\Test.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlcsg.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\gatlinggun33\half-life\SvenCoop\maps\Test"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlcsg.exe "C:\Program Files\Valve\Steam\SteamApps\gatlinggun33\half-life\SvenCoop\maps\Test"
Entering C:\Program Files\Valve\Steam\SteamApps\gatlinggun33\half-life\SvenCoop\maps\Test.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%... (0.02 seconds)
SetModelCenters:
20%...40%...60%...80%... (0.00 seconds)
CSGBrush:
50%... (0.05 seconds)

Including Wadfile: \program files\valve hammer editor\tools\zhlt\zhlt.wad
- Contains 1 used texture, 8.33 percent of map (8 textures in wad)
Using Wadfile: \program files\wads\halflife.wad
- Contains 11 used textures, 91.67 percent of map (3116 textures in wad)
Using Wadfile: \program files\wads\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \program files\wads\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)

added 4 additional animating textures.
Texture usage is at 0.29 mb (of 4.00 mb MAX)
0.13 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlbsp.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\gatlinggun33\half-life\SvenCoop\maps\Test"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlbsp.exe "C:\Program Files\Valve\Steam\SteamApps\gatlinggun33\half-life\SvenCoop\maps\Test"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 62 (0.00 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve\Steam\SteamApps\gatlinggun33\half-life\SvenCoop\maps\Test.prt'
SolidBSP [hull 1] 53 (0.00 seconds)
SolidBSP [hull 2] 49 (0.02 seconds)
SolidBSP [hull 3] 61 (0.02 seconds)
0.06 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\PROGRA~1\Valve\Steam\steam.exe
** Parameters: -applaunch 70 -game svencoop -dev +map "Test"

Author:  cartman-2000 [ Mon Nov 17, 2008 6:59 pm ]
Post subject:  Re: Yet another mapping problem

vis and rad aren't being run, and rad is what adds the lighting to the map.

Author:  impcnrd [ Wed Nov 19, 2008 12:49 pm ]
Post subject:  Re: Yet another mapping problem

yeah what cart said
use this one prog for compiling
its GUI or guided user interface
not command line like with hammer
Nem's Batch Compiler
http://www.nemesis.thewavelength.net/index.php?p=2
it might be confusing to use at first
but you'll get the hang of it pretty fast
you can even do "wadinclude" with it

Author:  cartman-2000 [ Thu Nov 20, 2008 9:26 am ]
Post subject:  Re: Yet another mapping problem

you can do wadinclude with hammer too, if you setup the advance compile commands.

Author:  The alien [ Thu Nov 20, 2008 1:08 pm ]
Post subject:  Re: Yet another mapping problem

How do you dl it? Becuase I don't see a button that says "Download"?

Author:  The alien [ Thu Nov 20, 2008 1:36 pm ]
Post subject:  Re: Yet another mapping problem

Don't bother replying I got it figured out I don't need that compile thing. but thanks anyways :)

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