lights don't show - not ever!


(naked girl) #1

I have invested many hours into mapping. And it gave me far more depression than it will ever give my joy. But I have a map. Now is the time to explore lights.

Well, I had a problem with too many brushes or whatever. After zillions of misleading and outdated tutorials I even forgot what the problem was. But I messed around with some Radiant options and accidentally encountered a lightmapped version of my map once. Only once!!!

Since then: nothing. Never before and never after have I seen lights in my map. I figured it must be all vertex. So I went to look for help.

Well, I am ready to kill!!! Why can nobody give answers in full sentences, tell WHERE those posted scripts come from and where they must go, WHAT they mean when they use “yournamehere” in their help and so on? I can’t believe there are dozens of tutorials for “how to build your first room” and nothing for the stuff that is really hard to figure out, like lights, skies, merged and transparent textures and so on. I have not found any language reference for all the commands used in the shader scripting either. Instead I find pages that sound like Chinese to me telling me that they are not for beginner. Gee thanx for that information!

It’s nice if others have wasted their youth following discussions for years. All I need is a button that says “Lights: YES”. Because neither sunlight nor any other light sources are working for me.

And I am sick of reading outdated tutorials that tell you how to download quake3 when I am using ET.

So is anyone willing to tell me what I am missing here? I have even tried to make a simple dummy map with only one room to test lights. Nothing!!! The fuckers just won’t show. But I need lights in my rooms otherwise it looks like wolfenstein(DOS).

AAAAAAAAAAhhhhhhhhhhhhhhhhhhhhhhhhhhhh!!!

Ok, let me make this easy for you:

I DON’T need stuff like this:

“Hey, cool it baby, just set your shadernonvertexthingybasetrigger from tga to jpg even though it might be tga but not imagemaplightangle in yournamehere.shader.”
(-> chinese)

or

“I got help here: http://your.outdatedtutorial.com/~nolongervalid/oldfiles.html
(-> how much must I pay for the secret)
or

“Just use magicalfuckingwindowsprogram.exe does it all for you”
(-> I don’t use windows)

or

“I sent a private message to SoMeOtHerPeRsOn before about this that helped him a lot”
(-> good for him…)

Instead I need this:

“1. In order to get light working you must set this option in Radiant: <insert_exact_description>
2. In your map use these textures for lightmapping: <insert_vaild_standard_textures>
3. There are some external files you will have to alter, namely: <insert_list_of_files_with_realnames>
4. In file <filename_here> you need to exchange this [list=1] with this <new_crap>
5. Use Radiant to compile with these options: <options_here>”

Well, thanx to all who have read so far :slight_smile: Sorry but people like me are most of the times left guessing what the hell you guys are talking about. And I see from other postings that I am not alone.

EDIT: Removed foul language from subject title. Sock


(damocles) #2

Well, first, calm down and try and limit your questions to the questions, not the rants :slight_smile:

"1. In order to get light working you must set this option in Radiant: <insert_exact_description>

In Radiant, go to the BSP menu and select any of the options that have the -light addition. The one with -light faster is for crude fast lighting to get a rough idea of the lighting. The one with -light -samples 2 -filter -bounce 8 is the final lighting that will take hours to complete but look quite good. IF you want the Wolfenstein(dos) effect (as you call it) just use the BSP -meta option. This lets you check collisions and entities without waiting hours for the lighting. When releasing a final compile, do a BSP -meta followed by a -vis followed by the final light one I mentioned earlier. But I’m guessing you’re a way away from that yet.

  1. In your map use these textures for lightmapping: <insert_vaild_standard_textures>

Most lights in the lights texture folder will emit light. To be sure, when you see the texture in tyhe Radiant texture browser, make sure it has a white box around it - this means it has a shader attached to it which will most likely be light emitting

  1. There are some external files you will have to alter, namely: <insert_list_of_files_with_realnames>

Get the map to aq good stage then come back asking more specific questions such as how to do command maps, how to add limbo icons, briefings, etc. Concentrate on the map for now though.

  1. In file <filename_here> you need to exchange this [list=1] with this <new_crap>

This one’s new to me :slight_smile:

  1. Use Radiant to compile with these options: <options_here>"

See 1.


(naked girl) #3

Hehe, thx for your reply. If I only knew how images are embedded here. Let’s try this:

Ah, it seems to work. Great! So look at this picture please. Don’t mistake this for me real map. This is only the test for making lights work. Well, they don’t! Not with any of the compile options, not with any texture, not with any light entity - ha! I bet you didn’t expect me to use that word :wink:

Also I noticed that those compile options that are supposed to take hours actually don’t take much longer than the others. Not for the test map anyway. With my real map they do take a bit but only 3 minutes. So maybe that is a hint?

I was wondering if I had vertex lighting switched on in the game itself but I can see nice lights in all other maps. Now what do I do???

As for the sky, command map, fog, snow, objectives and so on: I got it all. Just no lights!!! Aaaaaaaahhhhhhhhhhhh…


(damocles) #4

The first thing to check is after you run the -light BSP option from Radiant, press ‘O’ to open the console. Then scroll up and check there are no error messages. It’s possible something is going wrong with the map compile. Do the same for the BSP -meta compile too to make sure there is no leak in the map.

If you see lighting in other maps then you don’t have vertex lighting on. So it must be failing to do the light compile for your map(s). Typically the lighting fails for one of two reasons:

  1. The map is too big to compile on your system (highly unlikely for the small test map)

  2. the map is leaking - I think it’s possible to light compile a leaking map, but I don’t know because I always fix my leaks the second I see them (leaks are REAL bad, mmkay). You would know if you have a leak because Radiant would flash up a small box saying “Map is leaked” when you do the BSP -meta compile.

  3. ???

  4. Profit.

So check for errors in the log output from your light and BSP compiles and if there are any, report back here for help. If there are no errors, report back here for help :slight_smile:


(naked girl) #5

Hey, no problem. I looked and there are plenty of warnings. If I only knew what they mean and if they are affecting the lights. Here is the ouput of a compile with “BSP -meta -vid -light -fast -filter -samples 2”:

=== running BSP command ===
“/usr/local/games/GtkRadiant-1.3/q3map2” -v -connect 127.0.0.1:39000 -game et -fs_basepath “/usr/local/games/enemy-territory/” -meta -mv 1024 -mi 6144 “/usr/local/games/enemy-territory/etmain/maps/test.map”
Connected.
threads: 4
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.9
GtkRadiant - v1.3.12 Oct 11 2003 22:45:26
Quakerade
— InitPaths —
VFS Init: /home/alex/.etwolf/etmain/
VFS Init: /usr/local/games/enemy-territory//etmain/

— BSP —
Creating meta surfaces from brush faces
Maximum per-surface vertex count set to 1024
Maximum per-surface index count set to 6144
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/shaderlist.txt (3)
entering scripts/shaderlist.txt (4)
entering scripts/shaderlist.txt (5)
entering scripts/shaderlist.txt (6)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
entering scripts/dr_textures.shader
WARNING: Unknown surfaceparm: “metalstep”
WARNING: Unknown surfaceparm: “metalstep”
WARNING: Unknown surfaceparm: “metalstep”
WARNING: Unknown surfaceparm: “metalstep”
WARNING: Unknown surfaceparm: “metalstep”
entering scripts/terrain2.shader
entering scripts/maiden.shader
Script file scripts/q3map.shader was not found
Script file scripts/cel.shader was not found
entering scripts/test.shader
Script file scripts/sf1_brick.shader was not found
Script file scripts/sf1_cobble.shader was not found
Script file scripts/sf1_concrete.shader was not found
Script file scripts/sf1_doors.shader was not found
Script file scripts/sf1_floors.shader was not found
Script file scripts/sf1_machines.shader was not found
Script file scripts/sf1_metals.shader was not found
Script file scripts/sf1_propaganda.shader was not found
Script file scripts/sf1_props.shader was not found
Script file scripts/sf1_rock.shader was not found
Script file scripts/sf1_windows.shader was not found
Script file scripts/sf1_wood.shader was not found
Script file scripts/sf1_grass.shader was not found
Script file scripts/sf1_wall.shader was not found
Script file scripts/sf1_carpet.shader was not found
2034 shaderInfo
— LoadMapFile —
Loading /usr/local/games/enemy-territory/etmain/maps/test.map
entering /usr/local/games/enemy-territory/etmain/maps/test.map
WARNING: Over 90 percent structural map detected. Compile time will be adversely affected.
141 total world brushes
1 detail brushes
0 patches
380 boxbevels
214 edgebevels
4 entities
826 planes
0 areaportals
Size: -616, -648, -0 to 784, 592, 688
— ProcessDecals —
0 decal projectors
— CreateMapFogs —
0 fogs
############### model 0 ###############
block size = { 512 512 512 }
— PatchMapDrawSurfs —
— FaceBSP —
712 faces
1623 leafs
— MakeTreePortals —
112 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
140 structural brushes
1626 cluster references
— FloodEntities —
308 flooded leafs
— FillOutside —
1203 solid leafs
112 leafs filled
308 inside leafs
— CullSides —
37 hidden faces culled
0 coincident faces culled
— ClipSidesIntoTree —
— FaceBSP —
316 faces
613 leafs
— MakeTreePortals —
170 tiny portals
0 bad portals
— FilterStructuralBrushesIntoTree —
140 structural brushes
1630 cluster references
— NumberClusters —
246 visclusters
835 visportals
690 solidfaces
— WritePortalFile —
writing /usr/local/games/enemy-territory/etmain/maps/test.prt
— FloodAreas —
3 areas
— AddTriangleModels —
— AddEntitySurfaceModels —
— FilterDetailBrushesIntoTree —
1 detail brushes
1 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
— SubdivideFaceSurfaces —
— FixTJunctions —
84 axial edge lines
211 non-axial edge lines
0 degenerate edges
60 verts added for T-junctions
608 total verts
147 naturally ordered
8 rotated orders
1 can’t order
0 broken (degenerate) surfaces removed
— ClassifyEntitySurfaces —
— TidyEntitySurfaces —
0 empty or malformed surfaces deleted
— MakeEntityDecals —
(0)
0 decal surfaces
— MakeEntityMetaTriangles —
0…1…2…3…4…5…6…7…8…9… (0)
156 total meta surfaces
151 stripped surfaces
5 fanned surfaces
0 patch meta surfaces
613 meta verts
306 meta triangles
— TidyEntitySurfaces —
156 empty or malformed surfaces deleted
— SmoothMetaTriangles —
No smoothing angles specified, aborting
— MergeMetaTriangles —
0…1…2…3…4…5…6…7…8…9…10… (0)
145 surfaces merged
676 vertexes merged
— FilterDrawsurfsIntoTree —
1585 references
147 (147) emitted drawsurfs
151 stripped face surfaces
5 fanned face surfaces
0 surface models generated
0 SURFACE_BAD surfaces
0 SURFACE_FACE surfaces
0 SURFACE_PATCH surfaces
2 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FOLIAGE surfaces
0 SURFACE_FORCED_META surfaces
145 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
0 SURFACE_DECAL surfaces
603 redundant indexes supressed, saving 2 Kbytes
— FixBrushSides —
— EndModel —
1 light entities stripped
838 BSP planes
— WriteSurfaceExtraFile —
Writing /usr/local/games/enemy-territory/etmain/maps/test.srf
Writing /usr/local/games/enemy-territory/etmain/maps/test.bsp
Wrote 0.1 MB (144820 bytes)
3 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening…
=== running BSP command ===
“/usr/local/games/GtkRadiant-1.3/q3map2” -connect 127.0.0.1:39000 -game et -fs_basepath “/usr/local/games/enemy-territory/” -vis -saveprt “/usr/local/games/enemy-territory/etmain/maps/test.map”
Connected.
threads: 4
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.9
GtkRadiant - v1.3.12 Oct 11 2003 22:45:26
Quakerade
VFS Init: /home/alex/.etwolf/etmain/
VFS Init: /usr/local/games/enemy-territory//etmain/

— Vis —
saveprt = true
Loading /usr/local/games/enemy-territory/etmain/maps/test.bsp
Loading /usr/local/games/enemy-territory/etmain/maps/test.prt
246 portalclusters
835 numportals
690 numfaces
1670 active portals
0 hint portals
visdatasize:7880

— BasePortalVis (1670) —
Connection closed.
Setting up
Listening…
=== running BSP command ===
“/usr/local/games/GtkRadiant-1.3/q3map2” -v -connect 127.0.0.1:39000 -game et -fs_basepath “/usr/local/games/enemy-territory/” -light -fast -samples 2 -filter -bounce 8 -external -lightmapsize 256 “/usr/local/games/enemy-territory/etmain/maps/test.map”
Connected.
threads: 4
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.9
GtkRadiant - v1.3.12 Oct 11 2003 22:45:26
Quakerade
— InitPaths —
VFS Init: /home/alex/.etwolf/etmain/
VFS Init: /usr/local/games/enemy-territory//etmain/

— Light —
Fast mode enabled
Adaptive supersampling enabled with 2 sample(s) per lightmap texel
Lightmap filtering enabled
Radiosity enabled with 8 bounce(s)
Storing all lightmaps externally
Default lightmap size set to 256 x 256 pixels
Storing all lightmaps externally
Map has shader script /usr/local/games/enemy-territory/etmain/maps/…/scripts/q3map2_test.shader
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/shaderlist.txt (3)
entering scripts/shaderlist.txt (4)
entering scripts/shaderlist.txt (5)
entering scripts/shaderlist.txt (6)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
WARNING: Couldn’t find image for shader textures/battery/ocean_base
WARNING: Couldn’t find image for shader textures/battery/terrain_base
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
WARNING: Couldn’t find image for shader textures/mp_goldrush/lmterrain_base
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
WARNING: Couldn’t find image for shader textures/fueldump/terrain_base
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
WARNING: Couldn’t find image for shader textures/goldrush/lmterrain_base
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
WARNING: Couldn’t find image for shader textures/mp_railgun/lmterrain_base
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
WARNING: Couldn’t find image for shader textures/mp_seawall/ocean_base
WARNING: Couldn’t find image for shader textures/mp_seawall/terrain_base
entering scripts/mp_siwa.shader
WARNING: Couldn’t find image for shader textures/mp_siwa/lmterrain_base
entering scripts/mp_wurzburg.shader
WARNING: Couldn’t find image for shader textures/mp_wurzburg/lmterrain2_base
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
WARNING: Couldn’t find image for shader textures/radar/lmterrain2_base
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
entering scripts/dr_textures.shader
WARNING: Unknown surfaceparm: “metalstep”
WARNING: Unknown surfaceparm: “metalstep”
WARNING: Unknown surfaceparm: “metalstep”
WARNING: Unknown surfaceparm: “metalstep”
WARNING: Unknown surfaceparm: “metalstep”
entering scripts/terrain2.shader
entering scripts/maiden.shader
Script file scripts/q3map.shader was not found
Script file scripts/cel.shader was not found
entering scripts/test.shader
Script file scripts/sf1_brick.shader was not found
Script file scripts/sf1_cobble.shader was not found
Script file scripts/sf1_concrete.shader was not found
Script file scripts/sf1_doors.shader was not found
Script file scripts/sf1_floors.shader was not found
Script file scripts/sf1_machines.shader was not found
Script file scripts/sf1_metals.shader was not found
Script file scripts/sf1_propaganda.shader was not found
Script file scripts/sf1_props.shader was not found
Script file scripts/sf1_rock.shader was not found
Script file scripts/sf1_windows.shader was not found
Script file scripts/sf1_wood.shader was not found
Script file scripts/sf1_grass.shader was not found
Script file scripts/sf1_wall.shader was not found
Script file scripts/sf1_carpet.shader was not found
2034 shaderInfo
Loading /usr/local/games/enemy-territory/etmain/maps/test.bsp
Loading /usr/local/games/enemy-territory/etmain/maps/test.srf
— LoadMapFile —
Loading /usr/local/games/enemy-territory/etmain/maps/test.map
entering /usr/local/games/enemy-territory/etmain/maps/test.map
1 light entities
— SetupBrushes —
140 opaque brushes
— SetupSurfaceLightmaps —
147 surfaces
136 raw lightmaps
11 surfaces vertex lit
136 surfaces lightmapped
136 planar surfaces lightmapped
0 non-planar surfaces lightmapped
0 patches lightmapped
0 planar patches lightmapped
— SetupTraceNodes —
4938 trace windings
9383 trace triangles
3548 trace nodes
1591 leaf nodes
3 average windings per leaf node
32 max trace depth
— SetupGrid —
Grid size = { 64, 64, 128 }
2640 grid points
— CreateLights —
Sun: textures/skies/sd_wurzburgsky
1 point lights
0 spotlights
202 diffuse (area) lights
11 sun/sky lights
— SetupEnvelopes (fast) —
226 total lights
4 culled lights
— TraceGrid —
Connection closed.

The created map works fine. Just not lights whatsoever. I remember trying my first ever room some time ago and the tutorial said “Just put a light in your room” but even back then there was some light already everywhere and no light source would ever make any difference. So in my maps darkness is more or less impossible.

One more hint: I have begun to remember how I saw a lightmap once and only once in my life with Radiant: it happend when I set _blocksize to 3 (a terribly wrong number) waited for a long time and after the compile my map as lit up as a lightmap with shadows. But I had to set _blocksize to 2048 and after that it never worked again.


(chavo_one) #6

— TraceGrid —
Connection closed.

If this is the end of your log, then you are either prematurely closing down the compile, or you have a problem. Either way, you don’t have a lightmapped map because the light compile isn’t finishing.

Seeing how there is no error message in this log, just a sudden death, you may want to host the map file so that others can see if it compiles for them.


(naked girl) #7

Ah! We are getting closer. And I have a terrible result from my latest investigations:

I have started VMWare and in it a Windows98 :-((( I have installed Radiant there as well although this is the worst scenario when it comes to stability and performance. I compiled a dummy test room and guess what… it was black!!!

So I went on and compiled the map I posted further up. And guess what? It had vertex shadows in it - well i guess there were because they were not very dark. But the lights worked.

Of course right after compiling Radiant crashed and windows became unstable which is not surprising at all. There is a reason why I use linux!

So what does this tell us? The linux version might have a bug maybe? I’d be interested in anyone who reads this to let me know if they are using linux. Installation of Radiant didn’t pop up any errors nor does the log that you saw earlier.


(naked girl) #8

Update:

I re-installed Radiant and set all paths and files to unacceptibly insecure permissions. I am compiling as I am writing and it is safe to say that it is doing something it didn’t do before. So far it takes about an hour vs. 5 minutes before. So from that I can tell it’s a lot different now.

Thanx to all your patience. I will reward you with screenies as soon as compiling is done. :slight_smile:


(TombardieR) #9

u can probably stop it taking hours bny changing most of ur brushwork to detail brushes. Don’t ask me about them, i just changed eveything but my skybox and entities to detail brushes and suddenly the passage portal flow doesn’t take 36 hours before i have to kill it, it takes about 5 minutes


(hhhmmmmm) #10

I think we all get the metalsteps error, but this one might help you to

WARNING: Over 90 percent structural map detected. Compile time will be adversely affected.

Yeh as tombraider says above. (didnt see that :P)
:banana: :banana: