Problem With Lighting

J

Jayce

Guest
OK i have my map all set up, spawn points and everything for both teams, but when i add my lighting the compile locks up and stops responding. Any ideals on what is wrong?

hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)


Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at [email protected]

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlcsg -----
Command line: C:\CSCOMP~1\hlcsg.exe "c:\cs custom maps\fy_paintball"
Entering c:\cs custom maps\fy_paintball.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:
(1.42 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.47 seconds)

Using Wadfile: \wad files\halflife.wad
- Contains 17 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \wad files\coma_swat.wad
- Contains 0 used textures, 0.00 percent of map (34 textures in wad)

added 6 additional animating textures.
Texture usage is at 0.20 mb (of 4.00 mb MAX)
2.98 seconds elapsed

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



hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 2005)


Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at [email protected]

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlbsp -----
Command line: C:\CSCOMP~1\hlbsp.exe "c:\cs custom maps\fy_paintball"

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] 500...1000...1500...1677 (0.20 seconds)
BSP generation successful, writing portal file 'c:\cs custom maps\fy_paintball.prt'
SolidBSP [hull 1] 500...1000...1500...1749 (0.34 seconds)
SolidBSP [hull 2] 500...1000...1500...1701 (0.39 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2044 (0.47 seconds)
4.05 seconds elapsed

----- END hlbsp -----
 
Have you tried compiling without this compile tool?
 
Huh??

What do you mean compile without the compile tool, sorry im a kinda new to this whole map making thing, only been doing it a couple months. So if you could explain how to do that in more detail shouldn't take me long to have an answer for you. But if you are talking about just using the compile tool that comes with hammer then yes i have tried that, i got 2 computers that i use and one has the zoners and other just uses hammers. It also seems that it locks up at the VIS point of the compile. on both compilers
 
Yeah i meant using the hammer compile tools rather than an outside one, but you've tried that so ok...it locks up on VIS? Is your map pretty big? If you haven't optimised it properly then it is a common problem for it to seem like it's locking up when compiling the VIS, when it fact its just going really really slow.

For tips on optimisation visit here: http://www.student.kun.nl/rvanhoorn/Optimization.htm
 
Ok well it seems i got it to get passed the vis which i guess was my cars that i had put in the map, but now it's still stuck on lighting, which is right about the lighting.wad file, but my map isn't that big, it's pretty small actually, and it seem s like the map will lock up if i don't take any of the prefabs out of it and the lighting. But i mean i can do it without that stuff, it would just be bright and i wanted a little darkness to the map.
 
Sometimes maps can take ages and ages to compile, several hours, and lighting is usually the longest by far, so maybe start up a compile and then let it sit overnight and come back and see if it's worked?
 
Well it's not that it's taking long to compile, it just locks up and stops responding when i have all that stuff on there, which isn't much, just 3 cars and 4 lights, and i left it not responding over night last night and still not responding this morning.
 
C'mon, guys. He's a goldsrc mapper. The default compiler for goldsrc sucks in ways that mere mortals cannot possibly comprehend, and optimisation for Source doesn't work as it did in goldsrc.

Jayce, you probably need to use func_wall much more liberally, and it wouldn't hurt to have a batch compiler do the work for you.
 
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