Lights and Cubemaps

Meyer

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Nov 21, 2004
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After the latest steam update some things have changed in Hammer... I'm having a problem with lights and cubemaps... for some reason when I create an entity and change it to 'light' and run the map... they won't show up... the map is still played in fullbright... also the cubemaps don't seem to have any effect on the textures (I also picked the brushes they should have reflect).
 
Cubemaps: have you tried 'buildcubemaps' in the console? You have to do that in order for them to work.

I'm not sure about the lights though. Did you run RAD?
 
I did run RAD yes... The buildcubemaps doesn't seem to work either...


** Executing...
** Command: "d:\steam\steamapps\teh_luz\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "G:\MyMod\Deadly_Alliance\maps\watertest"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: d:\steam\steamapps\SourceMods\Deadly Alliance\materials
Loading G:\MyMod\Deadly_Alliance\maps\watertest.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing G:\MyMod\Deadly_Alliance\maps\watertest.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
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) (8898 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing G:\MyMod\Deadly_Alliance\maps\watertest.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "d:\steam\steamapps\teh_luz\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "G:\MyMod\Deadly_Alliance\maps\watertest"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading g:\mymod\deadly_alliance\maps\watertest.bsp
reading g:\mymod\deadly_alliance\maps\watertest.prt
2 portalclusters
1 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24 compressed from 32
writing g:\mymod\deadly_alliance\maps\watertest.bsp
0 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\teh_luz\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" "G:\MyMod\Deadly_Alliance\maps\watertest"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
ERROR: Couldn't open texlight file d:\steam\steamapps\teh_luz\sourcesdk\bin\lights.rad

** Executing...
** Command: Copy File
** Parameters: "G:\MyMod\Deadly_Alliance\maps\watertest.bsp" "d:\steam\steamapps\SourceMods\Deadly Alliance\maps\watertest.bsp"


** Executing...
** Command: "d:\steam\steamapps\teh_luz\half-life 2\hl2.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\Deadly Alliance" -dev -console +map "watertest"
 
you're missing your lights.rad file you can find a copy in your half-life2\hl2\ folder put it in with your gameinfo.txt for that config or your bin for your compile tools
 
when i try to put a cubemap in now after the update it says obsolete and a guy is holding up his thumb
 
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