Digital Paint Discussion Board
Development => Mapping => Topic started by: Garrett on September 06, 2007, 10:17:01 PM
-
The darn lights aren't working in the visrad compile. I'm trying to test the lighting amounts in my map but when I get in, all I see is the lights shining, but there is no light from the light shining on the ground. I followed the process of making lights. What is going on?
-
Possibly a leak in the map? Check your compile for the ****LEAKED**** error
-
Nope, positive no leak.
-
Copy/Paste your compile for us to review
-
Maybe you set the value too low? Relook your values and increase them if needed.
Sky value for me is usually 200 or so (default is 300). Light brushes (textures) usually come with 32000 as default, I usually take that down a bit. Depends where I wanna use them. Light entity default is 300 and thats pretty darn bright.
-
Is your map based in California? There have been rolling black and brown outs all over the place.
-
When I get home, I can do what you want. What exactly do you want to see? What the compiler say before I press any button to lunch DP?
-
The black box with all the text in it :D
-
Post removed
-
Duuuuuuude.
-
Dood! That's my line dood!
Doood...
-
Dude dude dude! I am about ready to kill bsp. I am positive I am doing everything right, I have the lights equally spaced and there is one extremly bright spot and one not bright spot even thou there is a light, right above and as the same settings as the other lights.
I also can't copy and paste the compiler message becuase once I push the 'any key to continue' the box exits out automatically.
-
hit a button
alt+tab out of game
black box should still be there
right click
click select all
ctrl+c
that should copy it
come to forums
go to quick reply box
click it
hit ctrl+v
does that help?
-
Lol didn't think of that
-
c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp nameless_building_b2
c:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 nameless_building_b2
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to c:\bsp\pball2\quake2\pball\
entering c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.map
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (1)
writing c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.prt
Writing c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.bsp
3 seconds elapsed
c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\vis nameless_building_b2
c:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qvis3 nameless_building_b2
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
reading c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.bsp
reading c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.prt
2378 portalclusters
7128 numportals
************ ERROR ************
Leaf with too many portals
c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\rad -chopcurve 128 nameles
s_building_b2
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in c:\bsp\quake2\util
and delete the echo's from c:\bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------
c:\bsp\pball2\quake2\pball\mapfiles>..\..\util\arghrad -gamedir C:\bsp\pball2\qu
ake2\pball -chopcurve 128 nameless_building_b2
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software
----- Settings -----
-gamedir set to C:\bsp\pball2\quake2\pball\ (game pak dir)
-chopcurve set to 128.0 (curve surface patch size)
----- Load BSP File -----
reading c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.bsp
no vis information, direct lighting only
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (1)
0...1...2...3...4...5...6...7...8...9... (0)
----- Save BSP File -----
writing c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.bsp
----- Time -----
1 seconds elapsed
c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\runmap nameless_building_b
2
A subdirectory or file c:\games\paintball2\pball\maps\inprogress already exists.
c:\bsp\pball2\quake2\pball\mapfiles>copy nameless_building_b2.bsp c:\games\paint
ball2\pball\maps\inprogress
1 file(s) copied.
c:\bsp\pball2\quake2\pball\mapfiles>c:
c:\bsp\pball2\quake2\pball\mapfiles>cd \games\paintball2
C:\Games\Paintball2>pause
Press any key to continue . . .
C:\Games\Paintball2>paintball2 +map inprogress/nameless_building_b2
There you go sorry for late reply
-
Can i see the .map? PM me it if you trust me :P
-
I trust you guys. I'm a big fan of open source anyway
-
ok, once i take a look at the .map i could probably find your problem. You have no errors in your compile, so the only other thing i can do to help is a take a look at the map as a whole
-
Roger that, thanks for the help
-
spooks so helpful...too bad his mapping skillz are sub-par ;)
-
Haha, he knows his stuff though, regardless. I say vote him in for Global mod or Dev. All in favor? I!... no one else!? ok....
-
spooks so helpful...too bad his mapping skillz are sub-par ;)
i fixed all your MANY leaks the other day, so shh :P
-
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
reading c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.bsp
reading c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.prt
2378 portalclusters
7128 numportals
************ ERROR ************
Leaf with too many portals
You have to many numportals. Try do stay lower than 6000. Detail things like barrels, boxes etc. Hit "s", choose "detail" and click "apply brush/apply face". If you have then numportals below 6000, your compile should work.
-
ok, once i take a look at the .map i could probably find your problem. You have no errors in your compile, so the only other thing i can do to help is a take a look at the map as a whole
************ ERROR ************
Leaf with too many portals
Hmmmmm......
-
What do you have in worldspawn for sunlight? You can go over 6000 numportals... just is easier if you don't.
Leaf with too many portals is most likely the problem... go back to an earlier saved point that doesn't have that error and redo. You should be saving your work often for exactly this reason.
-
I fixed it for him
-
How did you fix it? If you post the solution then we can all learn from it.
-
He was doing the fastvis compile, that came up with the error
************ ERROR ************
Leaf with too many portals
When i did a final compile, there was no error, but his lights were still jacked up.
So i copy'd the map, brought it to a new fresh grid, pasted it, and then did the final compile and everything lit fine.
From what i saw, it looks like he messed with the arghad settings, possibly unknowingly, but the lights were lighting only themselves before. When i finished the compile, everything looked like a normal map, and i must say it should be a fun pub style map
-
Thanks for all the help, spook. If I get an error again, its because the poly count. If I set barrels to detail, it will lower?! my poly count?
-
I detailed your barrels as one of my own little tests, it lowers your numportals by 5500. I would recommend doing it
-
All the barrels? does it create any of those weird vis errors/ HOM errors? Don't the r_speeds jump exponentially?
-
I tried spooks idea and kept get some weird errors with the textures and set up. I tried Chef-killers idea and the map lit up fine. Maybe it was the arghad settings or too may polys, it doesn't matter. Thanks for all your helps guys and keep a look out for the next beta, most likely tomorrow. Thanks again.
-
7128 numportals
It wasnt arghrad settings. Try to keep numportals lower than 6000.
-
There is very few polys now. Don't hint brushes, if used right, cut down on polys too?
-
There is very few polys now. Don't hint brushes, if used right, cut down on polys too?
Actually, they increase them. If used properly, however, they split the map up into sections so the visibility of some areas is lower and you aren't drawing random stuff that won't be seen anyway.
You have to many numportals. Try do stay lower than 6000. Detail things like barrels, boxes etc. Hit "s", choose "detail" and click "apply brush/apply face". If you have then numportals below 6000, your compile should work.
Or you can just select the brush and click the "+Det" button. Much faster. :)