2 Questions

jugglerjuggler Join Date: 2003-10-20 Member: 21808Members
<div class="IPBDescription">lights have noeffect and how doors go up</div> So, my lights dont effect the map, the whole map is bright so my eyes scream.
And how to you make the doors move up instead of to the left?

Comments

  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    edited April 2004
    1) you probably have a leak or some other compile error
    2) see attachment
  • jugglerjuggler Join Date: 2003-10-20 Member: 21808Members
    hm thanks, but i havent got any errors that say anything about leaks, so how do I found out if the map has leaks and (this is why I dont search on "leaks") can there be other reasons my lights dont work?
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    post your compile log, and we should eb able to tell you if something is wrong or if you need to add command switchs.
  • jugglerjuggler Join Date: 2003-10-20 Member: 21808Members
    ok, here you go , and thanks for the help!

    hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
    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:\NS-mapping\Valve Hammer Editor\tools\hlcsg.exe""C:\NS-mapping\Valve Hammer Editor\maps\riktig2.map"
    Entering C:\NS-mapping\Valve Hammer Editor\maps\riktig2.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:
    (0.19 seconds)
    SetModelCenters:
    (0.00 seconds)
    CSGBrush:
    (0.57 seconds)

    Using Wadfile: \program files\steam\steamapps\xxxx@xxxxx.com\half-life\nsp\ns.wad
    - Contains 21 used textures, 60.00 percent of map (578 textures in wad)
    Using Wadfile: \program files\steam\steamapps\xxxxx@xxxxx.com\half-life\nsp\ns2.wad
    - Contains 14 used textures, 40.00 percent of map (296 textures in wad)
    Including Wadfile: \ns-mapping\valve hammer editor\tools\zhlt.wad
    - Contains 0 used textures, 0.00 percent of map (4 textures in wad)

    added 1 additional animating textures.
    Texture usage is at 1.38 mb (of 4.00 mb MAX)
    0.95 seconds elapsed

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



    hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
    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:\NS-mapping\Valve Hammer Editor\tools\hlbsp.exe""C:\NS-mapping\Valve Hammer Editor\maps\riktig2.map"

    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 ]
    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:\NS-mapping\Valve Hammer Editor\maps\riktig2.prt'
    0.76 seconds elapsed

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



    hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
    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:\NS-mapping\Valve Hammer Editor\tools\hlvis.exe""C:\NS-mapping\Valve Hammer Editor\maps\riktig2.map"
    35 portalleafs
    89 numportals

    -= Current hlvis 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 vis distance [ 0 ] [ 0 ]
    priority [ Normal ] [ Normal ]

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


    BasePortalVis:
    (0.01 seconds)
    LeafThread:
    (0.04 seconds)
    average leafs visible: 26
    g_visdatasize:210 compressed from 175
    0.09 seconds elapsed

    ----- END hlvis -----



    hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
    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:\NS-mapping\Valve Hammer Editor\tools\hlrad.exe""C:\NS-mapping\Valve Hammer Editor\maps\riktig2.map"

    -= 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 ]
    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 'C:\NS-mapping\Valve Hammer Editor\tools\lights.rad']
    [1 texlights parsed from 'C:\NS-mapping\Valve Hammer Editor\tools\lights.rad']

    296 faces
    Create Patches : 3863 base patches
    0 opaque faces
    44224 square feet [6368397.50 square inches]
    4 direct lights

    BuildFacelights:
    Malformed face (65) normal @
    (667.76, 1376.00, -566.42)
    (668.00, 1376.00, -566.00)
    (672.83, 1376.00, -584.83)
    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'


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


    hm I hope someone has the time to read it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation
    <b>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'</b>

    I think thats your problem right there. Open your map in hammer and click Map > Check For Problems. You will be able to mark and delete the problem brushes.
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