simple light prob

|eRad|

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Nov 18, 2004
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hey guys im messing around with Hammer to create a sp hl2 map.

i have a sky box and an evnviroment light.
i have a sealed room.

why isnt it dark inside the room? i add lights and i cant see them

when im compiling i have made sure i have bsp, vis and rad on, below is the log


** Executing...
** Command: "e:\valve\steam\steamapps\mapthorpe\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\valve\steam\steamapps\mapthorpe\half-life 2\hl2" "E:\Valve\Steam\SteamApps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: e:\valve\steam\steamapps\mapthorpe\half-life 2\hl2\materials
Loading E:\Valve\Steam\SteamApps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (-269.00 178.30 89.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (7123 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (7123 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 20 texinfos to 15
Reduced 8 texdatas to 7 (211 bytes to 160)
Writing E:\Valve\Steam\SteamApps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl.bsp
0 seconds elapsed
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: "e:\valve\steam\steamapps\mapthorpe\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\valve\steam\steamapps\mapthorpe\half-life 2\hl2" "E:\Valve\Steam\SteamApps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading e:\valve\steam\steamapps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl.bsp
reading e:\valve\steam\steamapps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl.prt
LoadPortals: couldn't read e:\valve\steam\steamapps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl.prt


** Executing...
** Command: "e:\valve\steam\steamapps\mapthorpe\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\valve\steam\steamapps\mapthorpe\half-life 2\hl2" "E:\Valve\Steam\SteamApps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:\valve\steam\steamapps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl.bsp
No vis information, direct lighting only.
124 faces
110276 square feet [15879808.00 square inches]
0 displacements
0 square feet [0.00 square inches]
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
Build Patch/Sample Hash Table(s).....Done<0.0051 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 19/8192 228/98304 ( 0.2%)
brushsides 114/65536 912/524288 ( 0.2%)
planes 112/65536 2240/1310720 ( 0.2%)
vertexes 185/65536 2220/786432 ( 0.3%)
nodes 95/65536 3040/2097152 ( 0.1%)
texinfos 15/12288 1080/884736 ( 0.1%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 124/65536 6944/3670016 ( 0.2%)
origfaces 56/65536 3136/3670016 ( 0.1%)
leaves 98/65536 3136/2097152 ( 0.1%)
leaffaces 228/65536 456/131072 ( 0.3%)
leafbrushes 85/65536 170/131072 ( 0.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 756/512000 3024/2048000 ( 0.1%)
edges 441/256000 1764/1024000 ( 0.2%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24/65536 48/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 274612/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 3557/393216 ( 0.9%)
LDR leaf ambient 98/65536 2352/1572864 ( 0.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 14862/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 7123/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 331550 bytes ====

Linux Specific Data:
physicssurface [variable] 7123/6291456 ( 0.1%)
==== Total Linux BSP file data space used: 331550 bytes ====

Total triangle count: 284
Writing e:\valve\steam\steamapps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Valve\Steam\SteamApps\mapthorpe\sourcesdk_content\hl2\mapsrc\testhl.bsp" "e:\valve\steam\steamapps\mapthorpe\half-life 2\hl2\maps\testhl.bsp"
 
your map is not sealed

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (-269.00 178.30 89.00) leaked

This might be the problem for your light

Open the map in hammer and go to menu "map" and make "load pointfile" this will create a line from an entity to the area where the map is not sealed. Correct this and it will solve your problem

i think....
 
correct

also, make sure the origins of none of your prop_statics are out in the void. if they are, cover the protruding part of the model bounding box with nodraw to stop the leak
 
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