Lights.rad

KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
<div class="IPBDescription">Problem</div> ok i got this problem while using batch compiler so hopefully one of you have come across it before and know what to do. Here's what it says:

<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[Reading texlights from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']
[6 texlights parsed from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']

[Reading texlights from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']
Warning: Duplication of texlight 'lig_064-02y2' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
Warning: Duplication of texlight 'lig_v192-01yb' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
Warning: Duplication of texlight 'lig_128-05y2' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
Warning: Duplication of texlight 'lig_128-05b2' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
Warning: Duplication of texlight 'lig_128-05a' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
Warning: Duplication of texlight 'lig_b064-02d' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
[6 texlights parsed from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

Now from what i think of it it is saying this i have the same text written twice in the lights.rad file, if this is the case i do not and those are the only lines i have in the rad folder. Does it matter if they are on the same lighting amount like 500 eg ?

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited September 2003
    texture names are too long.
    it cuts after some letters so it becomes the same name.

    In hammer you can change all textures into other textures by theyr name.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--ozbirdboy+Sep 2 2003, 04:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ozbirdboy @ Sep 2 2003, 04:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok i got this problem while using batch compiler so hopefully one of you have come across it before and know what to do. Here's what it says:

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[Reading texlights from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']
    [6 texlights parsed from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']

    [Reading texlights from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']
    Warning: Duplication of texlight 'lig_064-02y2' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
    Warning: Duplication of texlight 'lig_v192-01yb' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
    Warning: Duplication of texlight 'lig_128-05y2' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
    Warning: Duplication of texlight 'lig_128-05b2' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
    Warning: Duplication of texlight 'lig_128-05a' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
    Warning: Duplication of texlight 'lig_b064-02d' in file 'C:\Program Files\Valve Hammer Editor\tools\lights.rad'!
    [6 texlights parsed from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Now from what i think of it it is saying this i have the same text written twice in the lights.rad file, if this is the case i do not and those are the only lines i have in the rad folder. Does it matter if they are on the same lighting amount like 500 eg ? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If that's all from the same compile, it looks like it's reading the file twice and reparsing all 6 lights in the file... not sure why it'd be doing that.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    It does that for me too, I think if you "link" a .rad file from batch compiler, as well as have it in the correct place for the tools to read it automatically...it reads it twice.

    It doesnt seem to harm anything, and it only takes the compiler 1/2 a second to report the error and ignore the redundant content.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Parasite+Sep 2 2003, 12:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Parasite @ Sep 2 2003, 12:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It does that for me too, I think if you "link" a .rad file from batch compiler, as well as have it in the correct place for the tools to read it automatically...it reads it twice.

    It doesnt seem to harm anything, and it only takes the compiler 1/2 a second to report the error and ignore the redundant content. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ahhh OK, that makes sense -- and it wouldn't hurt anything, since the definition is the same each time.
  • KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
    since i have seen that when i join a team sometimes the map crashes.
  • KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
    ok i removed it from running lights.rad file and it works ok now, but like before it is still crashing. Heres the compile process:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hlcsg v2.5.3 rel Custom Build 1.7p10 (May  8 2003)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlcsg -----
    Command line: "C:\Program Files\Valve Hammer Editor\tools\hlcsg.exe"-hullfile C:\Sierra\Half-Life\ns\nshulls.txt -chart "C:\Documents and Settings\Leigh\Desktop\ns_bell\7\ns_bell.map"
    Loading hull definitions from 'C:\Sierra\Half-Life\ns\nshulls.txt'
    Entering C:\Documents and Settings\Leigh\Desktop\ns_bell\7\ns_bell.map

    Current hlcsg Settings
    Name                |  Setting  |  Default
    ---------------------|-----------|-------------------------
    threads              [      1 ] [  Varies ]
    verbose              [    off ] [    off ]
    log                  [      on ] [      on ]
    developer            [      0 ] [      0 ]
    chart                [      on ] [    off ]
    estimate              [    off ] [    off ]
    max texture memory    [ 4194304 ] [ 4194304 ]
    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              [ C:\Sierra\Half-Life\ns\nshulls.txt ] [    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:
    (0.34 seconds)
    SetModelCenters:
    (0.00 seconds)
    CSGBrush:
    (1.52 seconds)

    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              0/400            0/25600    ( 0.0%)
    planes          1880/65535      37600/1310700  ( 2.9%)
    vertexes            0/65535          0/786420  ( 0.0%)
    nodes              0/32767          0/786408  ( 0.0%)
    texinfos          228/32767      9120/1310680  ( 0.7%)
    faces              0/65535          0/1310700  ( 0.0%)
    clipnodes          0/32767          0/262136  ( 0.0%)
    leaves              0/8192          0/229376  ( 0.0%)
    marksurfaces        0/65535          0/131070  ( 0.0%)
    surfedges          0/512000        0/2048000  ( 0.0%)
    edges              0/256000        0/1024000  ( 0.0%)
    texdata          [variable]          0/4194304  ( 0.0%)
    lightdata        [variable]          0/6291456  ( 0.0%)
    visdata          [variable]          0/2097152  ( 0.0%)
    entdata          [variable]          0/524288  ( 0.0%)
    0 textures referenced
    === Total BSP file data space used: 46720 bytes ===

    Using Wadfile: \sierra\half-life\ns\ns.wad
    - Contains 1 used texture, 2.78 percent of map (578 textures in wad)
    Using Wadfile: \sierra\half-life\valve\halflife.wad
    - Contains 1 used texture, 2.78 percent of map (3116 textures in wad)
    Using Wadfile: \sierra\half-life\ns\ns_bell.wad
    - Contains 34 used textures, 94.44 percent of map (116 textures in wad)

    Texture usage is at 1.90 mb (of 4.00 mb MAX)
    2.04 seconds elapsed

    -----  END  hlcsg -----



    hlbsp v2.5.3 rel Custom Build 1.7p10 (May  8 2003)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlbsp -----
    Command line: "C:\Program Files\Valve Hammer Editor\tools\hlbsp.exe"-chart "C:\Documents and Settings\Leigh\Desktop\ns_bell\7\ns_bell.map"

    Current hlbsp Settings
    Name              |  Setting  |  Default
    -------------------|-----------|-------------------------
    threads            [      1 ] [  Varies ]
    verbose            [    off ] [    off ]
    log                [      on ] [      on ]
    developer          [      0 ] [      0 ]
    chart              [      on ] [    off ]
    estimate            [    off ] [    off ]
    max texture memory  [ 4194304 ] [ 4194304 ]
    priority            [  Normal ] [  Normal ]

    noclip              [    off ] [    off ]
    nofill              [    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 4096)


    BSP generation successful, writing portal file 'C:\Documents and Settings\Leigh\Desktop\ns_bell\7\ns_bell.prt'

    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              9/400          576/25600    ( 2.3%)
    planes          1880/65535      37600/1310700  ( 2.9%)
    vertexes        1341/65535      16092/786420  ( 2.0%)
    nodes            432/32767      10368/786408  ( 1.3%)
    texinfos          228/32767      9120/1310680  ( 0.7%)
    faces            952/65535      19040/1310700  ( 1.5%)
    clipnodes        1162/32767      9296/262136  ( 3.5%)
    leaves            232/8192        6496/229376  ( 2.8%)
    marksurfaces    1175/65535      2350/131070  ( 1.8%)
    surfedges        4585/512000    18340/2048000  ( 0.9%)
    edges            2307/256000      9228/1024000  ( 0.9%)
    texdata          [variable]      1588/4194304  ( 0.0%)
    lightdata        [variable]          0/6291456  ( 0.0%)
    visdata          [variable]          0/2097152  ( 0.0%)
    entdata          [variable]      3388/524288  ( 0.6%)
    36 textures referenced
    === Total BSP file data space used: 143482 bytes ===
    1.96 seconds elapsed

    -----  END  hlbsp -----



    hlvis v2.5.3 rel Custom Build 1.7p10 (May  8 2003)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlvis -----
    Command line: "C:\Program Files\Valve Hammer Editor\tools\hlvis.exe"-full -chart "C:\Documents and Settings\Leigh\Desktop\ns_bell\7\ns_bell.map"
    161 portalleafs
    397 numportals

    -= Current hlvis Settings =-
    Name              |  Setting  |  Default
    -------------------|-----------|-------------------------
    threads            [      1 ] [  Varies ]
    verbose            [    off ] [    off ]
    log                [      on ] [      on ]
    developer          [      0 ] [      0 ]
    chart              [      on ] [    off ]
    estimate            [    off ] [    off ]
    max texture memory  [ 4194304 ] [ 4194304 ]
    max vis distance    [      0 ] [      0 ]
    priority            [  Normal ] [  Normal ]

    fast vis            [    off ] [    off ]
    full vis            [      on ] [    off ]


    BasePortalVis:
    (0.09 seconds)
    LeafThread:
    (1.37 seconds)
    average leafs visible: 62
    g_visdatasize:2313  compressed from 3381

    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              9/400          576/25600    ( 2.3%)
    planes          1880/65535      37600/1310700  ( 2.9%)
    vertexes        1341/65535      16092/786420  ( 2.0%)
    nodes            432/32767      10368/786408  ( 1.3%)
    texinfos          228/32767      9120/1310680  ( 0.7%)
    faces            952/65535      19040/1310700  ( 1.5%)
    clipnodes        1162/32767      9296/262136  ( 3.5%)
    leaves            232/8192        6496/229376  ( 2.8%)
    marksurfaces    1175/65535      2350/131070  ( 1.8%)
    surfedges        4585/512000    18340/2048000  ( 0.9%)
    edges            2307/256000      9228/1024000  ( 0.9%)
    texdata          [variable]      1588/4194304  ( 0.0%)
    lightdata        [variable]          0/6291456  ( 0.0%)
    visdata          [variable]      2313/2097152  ( 0.1%)
    entdata          [variable]      3388/524288  ( 0.6%)
    36 textures referenced
    === Total BSP file data space used: 145795 bytes ===
    1.53 seconds elapsed

    -----  END  hlvis -----



    hlrad v2.5.3 rel Custom Build 1.7p10 (May  8 2003)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlrad -----
    Command line: "C:\Program Files\Valve Hammer Editor\tools\hlrad.exe"-sparse -nopaque -chart "C:\Documents and Settings\Leigh\Desktop\ns_bell\7\ns_bell.map"

    -= Current hlrad Settings =-
    Name                | Setting            | Default
    --------------------|---------------------|-------------------------
    threads              [                1 ] [            Varies ]
    verbose              [              off ] [              off ]
    log                  [                on ] [                on ]
    developer            [                0 ] [                0 ]
    chart                [                on ] [              off ]
    estimate            [              off ] [              off ]
    max texture memory  [          4194304 ] [          4194304 ]
    priority            [            Normal ] [            Normal ]

    vismatrix algorithm  [            Sparse ] [          Original ]
    oversampling (-extra)[              off ] [              off ]
    bounces              [                1 ] [                1 ]
    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      [              off ] [                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 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']
    [6 texlights parsed from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']

    952 faces
    Create Patches : 5076 base patches
    0 opaque faces
    44338 square feet [6384809.50 square inches]
    403 direct lights

    BuildFacelights:
    (20.82 seconds)
    BuildVisLeafs:
    (6.55 seconds)
    visibility matrix  :  1.2 megs
    MakeScales:
    (10.54 seconds)
    SwapTransfers:
    (1.77 seconds)
    Transfer Lists :    3219826 :    3.22M transfers
          Indices :    1744488 :    1.66M bytes
              Data :    12879304 :  12.28M bytes
    GatherLight:
    (0.50 seconds)
    FinalLightFace:
    (0.95 seconds)

    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              9/400          576/25600    ( 2.3%)
    planes          1880/65535      37600/1310700  ( 2.9%)
    vertexes        1341/65535      16092/786420  ( 2.0%)
    nodes            432/32767      10368/786408  ( 1.3%)
    texinfos          228/32767      9120/1310680  ( 0.7%)
    faces            952/65535      19040/1310700  ( 1.5%)
    clipnodes        1162/32767      9296/262136  ( 3.5%)
    leaves            232/8192        6496/229376  ( 2.8%)
    marksurfaces    1175/65535      2350/131070  ( 1.8%)
    surfedges        4585/512000    18340/2048000  ( 0.9%)
    edges            2307/256000      9228/1024000  ( 0.9%)
    texdata          [variable]      1588/4194304  ( 0.0%)
    lightdata        [variable]    203916/6291456  ( 3.2%)
    visdata          [variable]      2313/2097152  ( 0.1%)
    entdata          [variable]      3388/524288  ( 0.6%)
    36 textures referenced
    === Total BSP file data space used: 349711 bytes ===
    41.36 seconds elapsed

    -----  END  hlrad -----



    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--ozbirdboy+Sep 2 2003, 11:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ozbirdboy @ Sep 2 2003, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok i removed it from running lights.rad file and it works ok now, but like before it is still crashing. Heres the compile process:

    <snip> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't see anything there that would predict a crash in-game... is there any error message when you join the team or does it just crash to desktop?
  • KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
    usually it will freeze when joining but i have had a time where it went to the desktop.
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