Mnc
2009 Feb 19 • 21
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hmm, how would i put this.. i useally had all lights going as i wanted, but recent maps i made have light as bright as in picture, if i would want to make night map for exsample this just wont do, any ideas? i placed light_envirmont under sky texture and had orange color as brightness to see would it change to like "morning dawn" kind, but it didnt.
Im also curious if anyone remmembers the night sky,
well its cl_ name which u change at map properties > map envirmont
p.s: thanks Mate de Vita helping out with previous posts!
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2009 Mar 4 at 22:27 UTC
— Ed. 2009 Mar 4 at 22:29 UTC
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Maybe you have a leak? Post your compile log.
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2009 Mar 5 at 07:18 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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go to ur gfx in cs, it has a bunch of targa files
take the first part of the name u want and type it in map environment without the cl_
(example: u may find cityup,citydn, and other stuff, ignore the last 2 letters and type city
edit: and thats for... sky
edit2: night sky is night lol
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2009 Mar 5 at 07:18 UTC
— Ed. 2009 Mar 5 at 07:19 UTC
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Mnc
2009 Feb 19 • 21
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Compile log:
Quote: ** Executing...
** Command: Change Directory
** Parameters: E:\Sierra\Half-Life
** Executing...
** Command: Copy File
** Parameters: "E:\Sierra\Half-Life\valve\de_dust_city_final4.map" "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4.map"
** Executing...
** Command: C:\PROGRA~1\ZHTL\hlcsg.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4"
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\ZHTL\hlcsg.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4"
Entering C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4.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%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.27 seconds)
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 21 used textures, 60.00 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\de_dust.wad
- Contains 14 used textures, 40.00 percent of map (36 textures in wad)
Using Wadfile: \sierra\half-life\valve\deaglepark.wad
- Contains 0 used textures, 0.00 percent of map (5 textures in wad)
added 3 additional animating textures.
Texture usage is at 0.81 mb (of 4.00 mb MAX)
0.47 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\PROGRA~1\ZHTL\hlbsp.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4"
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\ZHTL\hlbsp.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4"
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] 477 (0.03 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4.prt'
SolidBSP [hull 1] 381 (0.02 seconds)
SolidBSP [hull 2] 366 (0.03 seconds)
SolidBSP [hull 3] 435 (0.03 seconds)
0.39 seconds elapsed
----- END hlbsp -----
it seems fine to me. it should be normal, when u go inside somewhere "tunnel" its dark, but its not, just as bright everywhere, and i should had known Night was night its always the most obvious one
SRAW said: name u want and type it in map environment without the cl_ that i knew already
its just this full brightness that annoys me now.
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2009 Mar 5 at 20:29 UTC
— Ed. 2009 Mar 5 at 20:39 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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For some reason it looks like it's doing "fullbright" rather than actually calculating the lights. But then... I dunno.
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2009 Mar 5 at 21:57 UTC
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Mnc
2009 Feb 19 • 21
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it most likely is is there resolve to this?
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2009 Mar 5 at 21:59 UTC
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I'm not really a pro at this but...
Why is there only hlcsg and hlbsp in your log? Are you sure you're running vis and rad (not running them would cause faults in lighting probably)?
Check in hammer that your paths to those two are correct.
Though it may also be that a hammer log always looks like this... I don't know and I'm tired.
...and that's the bottom line because Mate de Vita said so.
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2009 Mar 5 at 22:01 UTC
— Ed. 2009 Mar 5 at 22:04 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Oh, that totally would. I didn't see :)
hlvis determines what can be seen from where and hlrad does the lighting. So If neither of them run, you won't get proper lighting.
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2009 Mar 5 at 22:03 UTC
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Mnc
2009 Feb 19 • 21
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omg , i must try rendering it with those , i feel stupid now, but must had been again that bad finish mapping guide i read about skipping those never gonna read it again lol , thanks guys, i will give it a go
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2009 Mar 5 at 22:08 UTC
— Ed. 2009 Mar 5 at 22:11 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Feel free to skip them for making your map initially, if you want to make a finished version or see what a particular bit will end up looking like you are better off making those passes.
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2009 Mar 5 at 22:45 UTC
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