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Forum: All Forums : Valve's Source
Category: HL2 Level Design
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, StrYdeR, supersword, Sc00by22, batistablr, Welshy
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Author Topic: Lights start fine, then fail
JoeBlair
General Member
Since: Apr 13, 2005
Posts: 92
Last: Nov 21, 2006
[view latest posts]
Level 3
Category: HL2 Level Design
Posted: Wednesday, Jul. 5, 2006 12:36 pm
Ok, I am making a hl2 single-player mission. Right now it is just a test room with a few guys in it and some boxes and exploding barrels.

This is my problem. When I start my map everything works fine. The lights are perfect. No errors appear on the screen. About 5 to 8 seconds later, all the lights go out. All you can see is your gun which turns a silvery color and looks like solid metal with no detail. Enemies turn gray and the room is pitch black.

If I hit the esc button to go to the menu, the game pauses but nothing comes up. No options or anything. I can hit the windows logo key, minimize the screen, maximize it again and everything is back to normal.

Does anybody know why this is happening and how to fix it. I think that it might be a problem with the compile. I don't know much about that so I am just going to post it. Also I have no roof on my building and have a working skybox. The lighting is done by an light_environment. I also have a env_cubemap located near my light.

This is the compile:

** Executing...
** Command: "c:\program files\valve\steam\steamapps\blair_joe\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\blair_joe\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\blair_joe\sourcesdk_content\hl2\mapsrc\Blair's Maps\test"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\blair_joe\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\blair_joe\sourcesdk_content\hl2\mapsrc\Blair's Maps\test.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\blair_joe\sourcesdk_content\hl2\mapsrc\Blair's Maps\test.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_05rt"
Can't load skybox file skybox/sky_day01_05 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (4407 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (4407 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 19 texinfos to 12
Reduced 6 texdatas to 6 (136 bytes to 136)
Writing C:\Program Files\Valve\Steam\SteamApps\blair_joe\sourcesdk_content\hl2\mapsrc\Blair's Maps\test.bsp
0 seconds elapsed
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "c:\program files\valve\steam\steamapps\blair_joe\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\blair_joe\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\blair_joe\sourcesdk_content\hl2\mapsrc\Blair's Maps\test"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:\program files\valve\steam\steamapps\blair_joe\sourcesdk_content\hl2\mapsrc\blair's maps\test.bsp
reading c:\program files\valve\steam\steamapps\blair_joe\sourcesdk_content\hl2\mapsrc\blair's maps\test.prt
10 portalclusters
18 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 100
Average clusters visible: 10
Building PAS...
Average clusters audible: 10
visdatasize:124 compressed from 160
writing c:\program files\valve\steam\steamapps\blair_joe\sourcesdk_content\hl2\mapsrc\blair's maps\test.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\blair_joe\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\blair_joe\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\blair_joe\sourcesdk_content\hl2\mapsrc\Blair's Maps\test"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\blair_joe\sourcesdk_content\hl2\mapsrc\blair's maps\test.bsp
40 faces
11406 square feet [1642496.00 square inches]
0 displacements
0 square feet [0.00 square inches]
40 patches before subdivision
828 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 46444, max 148
transfer lists: 0.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(319, 308, 272)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(40, 37, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(6, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0011 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 12/8192 144/98304 ( 0.1%)
brushsides 72/65536 576/524288 ( 0.1%)
planes 56/65536 1120/1310720 ( 0.1%)
vertexes 87/65536 1044/786432 ( 0.1%)
nodes 35/65536 1120/2097152 ( 0.1%)
texinfos 12/12288 864/884736 ( 0.1%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 40/65536 2240/3670016 ( 0.1%)
origfaces 18/65536 1008/3670016 ( 0.0%)
leaves 37/65536 1184/2097152 ( 0.1%)
leaffaces 50/65536 100/131072 ( 0.1%)
leafbrushes 30/65536 60/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 248/512000 992/2048000 ( 0.0%)
edges 151/256000 604/1024000 ( 0.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 30544/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 124/16777216 ( 0.0%)
entdata [variable] 6918/393216 ( 1.8%)
LDR leaf ambient 37/65536 888/1572864 ( 0.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 14670/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 4407/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 69057 bytes ====

Linux Specific Data:
physicssurface [variable] 4407/6291456 ( 0.1%)
==== Total Linux BSP file data space used: 69057 bytes ====

Total triangle count: 96
Writing c:\program files\valve\steam\steamapps\blair_joe\sourcesdk_content\hl2\mapsrc\blair's maps\test.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\blair_joe\sourcesdk_content\hl2\mapsrc\Blair's Maps\test.bsp" "c:\program files\valve\steam\steamapps\blair_joe\half-life 2\hl2\maps\test.bsp"



baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
[view latest posts]
Level 6
Category: HL2 Level Design
Posted: Wednesday, Jul. 5, 2006 06:27 pm
There is nothing wrong with your compile log but it looks like you have selected to run the game after the compile has finished. If I am correct, then this could be causing your problems.

Compile the map first and then load it from the HL2 console.
JoeBlair
General Member
Since: Apr 13, 2005
Posts: 92
Last: Nov 21, 2006
[view latest posts]
Level 3
Category: HL2 Level Design
Posted: Wednesday, Jul. 5, 2006 08:28 pm
Thanks, I have tested the map over and over again and what you said seemed to be the problem. I would have never of guessed.

Thanks!!!
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