Shadow and dark areas on the map..

Shadow and dark areas on the map..

Hammer Mapping — Page [1]
OneGuy
2011 Jul 15 • 18
How do I make a shadow on the map in the corners?
Just would not be always light. That will also dark corners .. Even in open spaces
 
 
 
2011 Jul 18 at 19:56 UTC
buq25

2008 Jul 5 • 583
295 ₧
Put a light somewhere in your map, that should remove full-bright.
Today's post brought to you by the letter: "heck".
 
 
 
2011 Jul 18 at 22:25 UTC
OneGuy
2011 Jul 15 • 18
It does not work .. I put environment light, and in another place on the map normal lighting and the lighting has not changed.
Should I select the dark initially?
 
 
 
2011 Jul 19 at 12:30 UTC — Ed. 2011 Jul 19 at 12:30 UTC
OneGuy
2011 Jul 15 • 18
please help me..
 
 
 
2011 Jul 20 at 14:18 UTC
melloyellow582
The Original Portmanteau

Brisk.
2005 Mar 22 • 12862
666 ₧
Don't use the light_environment. Use a regular "light".
 
 
 
2011 Jul 20 at 15:41 UTC
OneGuy
2011 Jul 15 • 18
So put a lot of light in map, each corner I want? No problem. Thank you!
 
 
 
2011 Jul 20 at 16:47 UTC
SuperJer
Websiteman

2005 Mar 21 • 6668
Just to be clear:

light entities add light where you place them.

light_environment causes the sky to produce light.

And if you don't create any lights, you get 100% brightness everywhere. Not 100% black as you would expect.
 
 
 
2011 Jul 20 at 20:50 UTC — Ed. 2011 Jul 20 at 20:51 UTC
the_cloud_system
polly pushy pants

2008 Aug 1 • 3081
-6 ₧
i thought if you didn't add any lights at all it wouldn't compile
I drink to forget but I always remember.
 
 
 
2011 Jul 20 at 22:14 UTC
OneGuy
2011 Jul 15 • 18
So I have a compiler problem .. That even with the environmental light and only light I have 100% brightness as you described. Here is a diary compiler:

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: hlcsg-nowadtextures catpee
Entering catpee.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|---------------- ---------
threads [2] [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 [off] [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:
(0.33 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.08 seconds)

Using Wadfile: \ documents and settings \\ desktop \ 3 \ cstrike.wad
- Contains 2 used textures, 3.85 percent of map (123 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 1 \ xeno.wad
- Contains 4 used textures, 7.69 percent of map (264 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 4 \ decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 5 \ halflife.wad
- Contains 44 used textures, 84.62 percent of map (3116 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 6 \ cs_dust.wad
- Contains 2 used textures, 3.85 percent of map (28 textures in wad)

added 8 additional animating textures.
Texture usage is at 0.72 mb (of 4.00 mb MAX)
2.95 seconds elapsed

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



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: hlbsp catpee

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|------------------ -------
threads [2] [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] 500 ... 1000 ... 1047 (0.25 seconds)
BSP generation successful, writing portal file 'catpee.prt'
SolidBSP [hull 1] 500 ... 1000 ... 1031 (2.56 seconds)
SolidBSP [hull 2] 500 ... 994 (4.09 seconds)
SolidBSP [hull 3] 500 ... 1000 ... 1140 (8.45 seconds)
19.75 seconds elapsed

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



hlvis 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 hlvis -----
Command line: hlvis catpee
618 portalleafs
1659 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|------------------ -------
threads [2] [Varies]
verbose [off] [off]
log [on] [on]
developer [0] [0]
chart [off] [off]
estimate [off] [off]
max texture memory [4194304] [4194304]
max vis distance [0] [0]
priority [Normal] [Normal]

fast vis [off] [off]
full vis [off] [off]


BasePortalVis:
(1.86 seconds)
LeafThread:
(39.73 seconds)
average leafs visible: 98
g_visdatasize: 34258 compressed from 48204
41.77 seconds elapsed

----- END hlvis -----



hlrad 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 hlrad -----
Command line: hlrad catpee

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|------- ------------------
threads [2] [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]

vismatrix algorithm [Original] [Original]
oversampling (-extra) [off] [off]
bounces [1] [1]
dynamic bounce light [on] [on]
ambient light [0.000 0.000 0.000] [0.000 0.000 0.000]
maximum light [255.000] [256.000]
circus mode [off] [off]

smoothing threshold [50.000] [50.000]
direct threshold [25.000] [25.000]
direct light scale [2.000] [2.000]
coring threshold [1.000] [1.000]
patch interpolation [on] [on]

texscale [on] [on]
patch subdividing [on] [on]
chop value [64.000] [64.000]
texchop value [32.000] [32.000]

global fade [1.000] [1.000]
global falloff [2] [2]
global light scale [1.000 1.000 1.000] [1.000 1.000 1.000]
global gamma [0.500 0.500 0.500] [0.500 0.500 0.500]
global light scale [1.000] [1.000]
global sky diffusion [1.000] [1.000]

opaques entities [on] [on]
sky lighting fix [on] [on]
incremental [off] [off]
dump [off] [off]

Colour jitter [0.0 0.0 0.0] [0.0 0.0 0.0]
monochromatic jitter [0.0 0.0 0.0] [0.0 0.0 0.0]
softlight hack [0.0 0.0 0.0 0.0] [0.0 0.0 0.0 0.0]
diffuse hack [on] [on]
spotlight points [on] [on]

custom shadows with bounce light
[Off] [off]
rgb transfers [off] [off]


[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

3078 faces
Create Patches: 18988 base patches
0 opaques faces
200 229 square feet [28,833,064.00 square inches]
16 direct lights

BuildFacelights:
Error:
for Face 2964 (texture {fence) at
(1164.000 2511.000 -72.000) (1024.000 2511.000 -72.000) (1024.000 2511.875 -72.000) (1024.000 2512.000 -72.000) (1164.000 2512.000 -72.000)
Error: Bad surface extents (14 x 23 884)
Check the file ZHLTProblems.html for a detailed explanation of this problem

----- END hlrad ----

rmf of the map:
http://www.mediafire.com/?fn5upka7am5vvfw
rmx of the map (i dont know what is it):
http://www.mediafire.com/?rphnytb5p6eedc7
 
 
 
2011 Jul 21 at 12:40 UTC — Ed. 2011 Jul 21 at 12:45 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
the_cloud_system said:
i thought if you didn't add any lights at all it wouldn't compile

It will give you an error in the compile log but you can still play the map.

OneGuy said:
Error:
for Face 2964 (texture {fence) at
(1164.000 2511.000 -72.000) (1024.000 2511.000 -72.000) (1024.000 2511.875 -72.000) (1024.000 2512.000 -72.000) (1164.000 2512.000 -72.000)
Error: Bad surface extents (14 x 23 884)
Check the file ZHLTProblems.html for a detailed explanation of this problem

This is not lighting-related. This error is usually caused by using extremely large or extremely small scales on textures. Try pressing alt+p in VHE with your map loaded and see if any errors show up.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2011 Jul 21 at 13:46 UTC — Ed. 2011 Jul 21 at 13:46 UTC
OneGuy
2011 Jul 15 • 18
The check for problem does not work .. The cutting tool can cut the large area. That would solve the problem?
 
 
 
2011 Jul 21 at 19:36 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Use the texture application tool (shift+a) and select the face mentioned (with the {fence texture), then make sure both scale numbers are below 10.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2011 Jul 21 at 19:50 UTC
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