Probleme lumiere


SergentPampers

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Posté(e)

Salut,

J'ai mis un light_spot et un env_sprite (de la map cs_office) pour faire de la lumiere (sans blgue :pt1cable: ) dans ma map

mais quand je compile pas d'erreur mais pas de lumiere non plus. Compilé sans le HDR ou avec le résultat

est le meme.

J'aimerai savoir comment pourquoi je n'ai pas de lumiere.

Merci :jap:

Posté(e)

/// LOG ///

-----

** Executing...

** Command: "c:\valve\steam\steamapps\duke_raph\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\valve\steam\steamapps\duke_raph\counter-strike source\cstrike" "F:\sauvegarde donnee\Raphael\FEAR map\FEAR"

Valve Software - vbsp.exe (Aug 4 2006)

2 threads

materialPath: c:\valve\steam\steamapps\duke_raph\counter-strike source\cstrike\materials

Loading F:\sauvegarde donnee\Raphael\FEAR map\FEAR.vmf

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing F:\sauvegarde donnee\Raphael\FEAR map\FEAR.prt...done (0)

Creating default cubemaps for env_cubemap using skybox materials:

skybox/sky_day01_01*.vmt

Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"

Can't load skybox file skybox/sky_day01_01 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) (56710 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Compacting texture/material tables...

Reduced 405 texinfos to 156

Reduced 58 texdatas to 42 (1809 bytes to 1480)

Writing F:\sauvegarde donnee\Raphael\FEAR map\FEAR.bsp

2 seconds elapsed

** Executing...

** Command: "c:\valve\steam\steamapps\duke_raph\sourcesdk\bin\vvis.exe"

** Parameters: -game "c:\valve\steam\steamapps\duke_raph\counter-strike source\cstrike" "F:\sauvegarde donnee\Raphael\FEAR map\FEAR"

Valve Software - vvis.exe (May 22 2006)

2 threads

reading f:\sauvegarde donnee\raphael\fear map\FEAR.bsp

reading f:\sauvegarde donnee\raphael\fear map\FEAR.prt

144 portalclusters

413 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 (7)

Optimized: 35 visible clusters (0.00%)

Total clusters visible: 16129

Average clusters visible: 112

Building PAS...

Average clusters audible: 143

visdatasize:6320 compressed from 6912

writing f:\sauvegarde donnee\raphael\fear map\FEAR.bsp

7 seconds elapsed

** Executing...

** Command: "c:\valve\steam\steamapps\duke_raph\sourcesdk\bin\vrad.exe"

** Parameters: -game "c:\valve\steam\steamapps\duke_raph\counter-strike source\cstrike" "F:\sauvegarde donnee\Raphael\FEAR map\FEAR"

Valve Software - vrad.exe SSE (May 22 2006)

----- Radiosity Simulator ----

2 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

Loading f:\sauvegarde donnee\raphael\fear map\FEAR.bsp

503 faces

12569 square feet [1809939.00 square inches]

0 displacements

0 square feet [0.00 square inches]

503 patches before subdivision

2717 patches after subdivision

8 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)

transfers 287036, max 291

transfer lists: 2.2 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #1 added RGB(0, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0023 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)

FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 6/1024 288/49152 ( 0.6%)

brushes 148/8192 1776/98304 ( 1.8%)

brushsides 945/65536 7560/524288 ( 1.4%)

planes 512/65536 10240/1310720 ( 0.8%)

vertexes 1093/65536 13116/786432 ( 1.7%)

nodes 267/65536 8544/2097152 ( 0.4%)

texinfos 156/12288 11232/884736 ( 1.3%)

texdata 42/2048 1344/65536 ( 2.1%)

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 503/65536 28168/3670016 ( 0.8%)

hdr faces 0/65536 0/3670016 ( 0.0%)

origfaces 309/65536 17304/3670016 ( 0.5%)

leaves 274/65536 8768/2097152 ( 0.4%)

leaffaces 691/65536 1382/131072 ( 1.1%)

leafbrushes 207/65536 414/131072 ( 0.3%)

areas 2/256 16/2048 ( 0.8%)

surfedges 3788/512000 15152/2048000 ( 0.7%)

edges 2345/256000 9380/1024000 ( 0.9%)

LDR worldlights 8/8192 704/720896 ( 0.1%)

HDR worldlights 0/8192 0/720896 ( 0.0%)

waterstrips 62/32768 620/327680 ( 0.2%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 1230/65536 2460/131072 ( 1.9%)

cubemapsamples 4/1024 64/16384 ( 0.4%)

overlays 0/512 0/180224 ( 0.0%)

LDR lightdata [variable] 116220/0 ( 0.0%)

HDR lightdata [variable] 0/0 ( 0.0%)

visdata [variable] 6320/16777216 ( 0.0%)

entdata [variable] 14819/393216 ( 3.8%)

LDR leaf ambient 274/65536 6576/1572864 ( 0.4%)

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] 1/1090 ( 0.1%)

pakfile [variable] 61233/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:

physics [variable] 56710/4194304 ( 1.4%)

==== Total Win32 BSP file data space used: 400412 bytes ====

Total triangle count: 1522

Writing f:\sauvegarde donnee\raphael\fear map\FEAR.bsp

2 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "F:\sauvegarde donnee\Raphael\FEAR map\FEAR.bsp" "c:\valve\steam\steamapps\duke_raph\counter-strike source\cstrike\maps\FEAR.bsp"

----- /// SCREEN ///

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Posté(e)

Bon effectivement il ne parait pas y avoir un problème à la compil. Je pense que le light_spot est mal paramétré:

-Regarde si le flag 'initially dark' n'est pas coché.

-Eclairci la couleur dans brightness (Plus la couleur se rapproche du blanc, plus la lumière sera forte)

-Augmente les angles 'inner' et 'outer' pour augmenter le faisceau du spot

-Vérifie que l'entité ne se trouve pas a l'intérieur d'un brush ou d'un model (si c'est le cas descend suffisamment l'entité)

Voila, je ne vois pas quoi faire de plus.

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