OneGuy

OneGuy

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OneGuy
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2011 July 15
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Recent posts by OneGuy

Recent posts by OneGuy

2011 Jul 21 at 12:36 PDT
The check for problem does not work .. The cutting tool can cut the large area. That would solve the problem?
2011 Jul 21 at 05:42 PDT
superjer said:
For future reference, if you really cannot find a leak, you can use a binary search to find it.

Place a giant brush to block out half of your map, making it completely solid. Then compile and see if it leaks or not. Whatever happens, you'll know which half of the map has the leak.

You can repeat this process until you only have a small area left which must contain the leak.

Caveat: It is possible, although unlikely, that when you divide the map in half, you also divide the leak in half. This could cause both halves to leak, or neither, depending on the geometry.

Also it is possible there are multiple leaks.


i did it with the sky. thank you!
2011 Jul 21 at 05:40 PDT
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 20 at 09:47 PDT
So put a lot of light in map, each corner I want? No problem. Thank you!
2011 Jul 20 at 07:18 PDT
please help me..
2011 Jul 19 at 05:30 PDT
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 05:23 PDT
Problem.. in Hammer Mapping
After the compiler map, that's what I get in Catpee.err:
hlrad: Error:
for Face 2955 (texture {fence) at

hlrad: Error: Bad surface extents (14 x 23884)
Check the file ZHLTProblems.html for a detailed explanation of this problem

ZHLTProblems.html that a file or a website?
If this file, I do not have it ..
2011 Jul 18 at 12:56 PDT
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 12:53 PDT
Thanks. Problem solved:)
2011 Jul 18 at 05:22 PDT
OK .. Thanks!
If someone could help me with the leak, I can not find it's really hard .. I'll give him credit on the map! Everything! Please help ..