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Autor Beitrag
000
30.09.2006, 10:46
ColonelWastl



Hallo miteinander.

Hab folgendes prob. Meine Map funktioniert soweit. Nur das Licht haut nicht hin. Ich hab überall das gleiche Licht. Bei meiner Map hab ich in der Mitte oben ein light_environment gesetzt mit dem winkel -45. Sollte also heissen das licht kommt von schräg oben.
Nur leider funktioniert es nicht. Ich habe überall das gleiche licht. In räumen, gassen, etc. Es ist überall das gleiche, helle licht. Was ist falsch?

Hier die Kompile Log:

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: F:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "F:\CounterStrike 1.6\steamapps\colonelwastl\counter-strike\cstrike\maps\de_stadtplatz_plattling"
Entering F:\CounterStrike 1.6\steamapps\colonelwastl\counter-strike\cstrike\maps\de_stadtplatz_plattling.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:
(1.91 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.97 seconds)

Using Wadfile: \counterstrike 1.6\steamapps\colonelwastl\counter-strike\valve\decals.wad
- Contains 17 used textures, 9.24 percent of map (223 textures in wad)
Using Wadfile: \counterstrike 1.6\steamapps\colonelwastl\counter-strike\valve\halflife.wad
- Contains 167 used textures, 90.76 percent of map (3116 textures in wad)
Using Wadfile: \counterstrike 1.6\steamapps\colonelwastl\counter-strike\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \counterstrike 1.6\steamapps\colonelwastl\counter-strike\valve\office.wad
- Contains 0 used textures, 0.00 percent of map (6 textures in wad)

added 60 additional animating textures.
Texture usage is at 2.15 mb (of 4.00 mb MAX)
4.25 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: F:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "F:\CounterStrike 1.6\steamapps\colonelwastl\counter-strike\cstrike\maps\de_stadtplatz_plattling"

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...2000...2500...3000...3500...3518 (1.06 seconds)
BSP generation successful, writing portal file 'F:\CounterStrike 1.6\steamapps\colonelwastl\counter-strike\cstrike\maps\de_stadtplatz_plattling.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2161 (0.19 seconds)
SolidBSP [hull 2] 500...1000...1500...1819 (0.16 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2240 (0.20 seconds)
4.25 seconds elapsed

----- END hlbsp -----

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: F:\PROGRA~1\VALVEH~1\tools\hlrad.exe "F:\CounterStrike 1.6\steamapps\colonelwastl\counter-strike\cstrike\maps\de_stadtplatz_plattling"

-= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic 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 ]

opaque 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 'F:\PROGRA~1\VALVEH~1\tools\lights.rad']
[59 texlights parsed from 'F:\PROGRA~1\VALVEH~1\tools\lights.rad']

Warning: No vis information, direct lighting only.
8507 faces
Create Patches : 38370 base patches
0 opaque faces
250560 square feet [36080656.00 square inches]
2562 direct lights

BuildFacelights:
Malformed face (355) normal @
(928.00, -480.00, -218.00)
(928.00, -496.00, -218.00)
(928.00, -496.00, -146.00)
(928.00, -480.00, -146.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'

Ich denke ja es liegt daran:

Warning: No vis information, direct lighting only.
8507 faces
Create Patches : 38370 base patches
0 opaque faces
250560 square feet [36080656.00 square inches]
2562 direct lights

oder?

----- END hlrad -----

Hier noch ein bild vom Hammer:

--


Dieser Beitrag wurde am 30.09.2006 um 10:48 von ColonelWastl bearbeitet.
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001
30.09.2006, 11:05
Richman
Moderator


Die Lösung zu deinem Problem hast du eigentlich bereits in den Threadtitel geschrieben.
Soll heissen, wenn VIS nicht gelaufen ist, wird auch RAD nicht berechnet.

edit:
Aja, ausserdem hast du da noch diesen Fehler:

Zitat:
BuildFacelights:
Malformed face (355) normal @
(928.00, -480.00, -218.00)
(928.00, -496.00, -218.00)
(928.00, -496.00, -146.00)
(928.00, -480.00, -146.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'
Die Lösung steht ebenfalls bereits dabei.

--

Richman's Hazardous Course - Status: 100% !!!
www.richmans-maps.ch.vu - wieder online!


Dieser Beitrag wurde am 30.09.2006 um 11:06 von Richman bearbeitet.
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