Source SDK

Source SDK

Seby™ Aug 8, 2015 @ 4:08am
Hammer, Dynamic Lights not working
So I decided to go to light_dynamic from normal lights thinking it would be a better choice, during the compile the console said "1 direct lights" and once I went ingame to test the lights were not working. The arms and weapons of the character were getting lit up for some reason, but the world was not. The game I'm using Hammer for is No More Room in Hell.

** Executing...
** Command: ".\vbsp.exe"
** Parameters: -game "..\..\nmrih" "C:\Users\user\Documents\nms_chokepoint.vmf"

Valve Software - vbsp.exe (Sep 30 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\nmrih\nmrih\materials
Loading C:\Users\user\Documents\nms_chokepoint.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\gameinfo.txt
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:\Users\user\Documents\nms_chokepoint.prt...Building visibility clusters...
done (0)
error: material DEV/DEV_MEASUREWALL01B doesn't have a $bottommaterial
error: material DEV/DEV_MEASUREWALL01B doesn't have a $bottommaterial
error: material DEV/DEV_MEASUREWALL01B doesn't have a $bottommaterial
error: material DEV/DEV_MEASUREWALL01B doesn't have a $bottommaterial
error: material DEV/DEV_MEASUREWALL01B doesn't have a $bottommaterial
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (46824 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 110 texinfos to 89
Reduced 20 texdatas to 19 (537 bytes to 481)
Writing C:\Users\user\Documents\nms_chokepoint.bsp
1 second elapsed

** Executing...
** Command: ".\vvis.exe"
** Parameters: -game "..\..\nmrih" "C:\Users\user\Documents\nms_chokepoint"

Valve Software - vvis.exe (Sep 30 2014)
4 threads
reading c:\users\user\documents\nms_chokepoint.bsp
reading c:\users\user\documents\nms_chokepoint.prt
432 portalclusters
1221 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 (1)
Optimized: 213 visible clusters (0.39%)
Total clusters visible: 54111
Average clusters visible: 125
Building PAS...
Average clusters audible: 336
visdatasize:46536 compressed from 48384
writing c:\users\user\documents\nms_chokepoint.bsp
1 second elapsed

** Executing...
** Command: ".\vrad.exe"
** Parameters: -both -game "..\..\nmrih" "C:\Users\user\Documents\nms_chokepoint"

Valve Software - vrad.exe SSE (Sep 30 2014)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[47 texlights parsed from 'lights.rad']

Loading c:\users\user\documents\nms_chokepoint.bsp
Setting up ray-trace acceleration structure... Done (0.34 seconds)
1906 faces
872145 square feet [125589008.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1906 patches before subdivision
94020 patches after subdivision
1 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 (5)
transfers 19937472, max 846
transfer lists: 152.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(437, 447, 445)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(168, 146, 128)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(70, 45, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(36, 14, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(22, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0331 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 113/8192 1356/98304 ( 1.4%)
brushsides 709/65536 5672/524288 ( 1.1%)
planes 828/65536 16560/1310720 ( 1.3%)
vertexes 2843/65536 34116/786432 ( 4.3%)
nodes 1051/65536 33632/2097152 ( 1.6%)
texinfos 89/12288 6408/884736 ( 0.7%)
texdata 19/2048 608/65536 ( 0.9%)
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 1906/65536 106736/3670016 ( 2.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 465/65536 26040/3670016 ( 0.7%)
leaves 1067/65536 34144/2097152 ( 1.6%)
leaffaces 2159/65536 4318/131072 ( 3.3%)
leafbrushes 875/65536 1750/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10691/512000 42764/2048000 ( 2.1%)
edges 5581/256000 22324/1024000 ( 2.2%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 157/32768 1570/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2232/65536 4464/131072 ( 3.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2502052/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 46536/16777216 ( 0.3%)
entdata [variable] 41261/393216 (10.5%)
LDR ambient table 1067/65536 4268/262144 ( 1.6%)
HDR ambient table 1067/65536 4268/262144 ( 1.6%)
LDR leaf ambient 1005/65536 28140/1835008 ( 1.5%)
HDR leaf ambient 1067/65536 29876/1835008 ( 1.6%)
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] 1/11236 ( 0.0%)
pakfile [variable] 106014/0 ( 0.0%)
physics [variable] 46824/4194304 ( 1.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5013
Writing c:\users\user\documents\nms_chokepoint.bsp
8 seconds elapsed
Valve Software - vrad.exe SSE (Sep 30 2014)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[47 texlights parsed from 'lights.rad']

Loading c:\users\user\documents\nms_chokepoint.bsp
Setting up ray-trace acceleration structure... Done (0.34 seconds)
1906 faces
872145 square feet [125589008.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1906 patches before subdivision
94020 patches after subdivision
1 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 (5)
transfers 19937472, max 846
transfer lists: 152.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(437, 447, 445)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(168, 146, 128)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(70, 45, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(36, 14, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(22, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0375 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 113/8192 1356/98304 ( 1.4%)
brushsides 709/65536 5672/524288 ( 1.1%)
planes 828/65536 16560/1310720 ( 1.3%)
vertexes 2843/65536 34116/786432 ( 4.3%)
nodes 1051/65536 33632/2097152 ( 1.6%)
texinfos 89/12288 6408/884736 ( 0.7%)
texdata 19/2048 608/65536 ( 0.9%)
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 1906/65536 106736/3670016 ( 2.9%)
hdr faces 1906/65536 106736/3670016 ( 2.9%)
origfaces 465/65536 26040/3670016 ( 0.7%)
leaves 1067/65536 34144/2097152 ( 1.6%)
leaffaces 2159/65536 4318/131072 ( 3.3%)
leafbrushes 875/65536 1750/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10691/512000 42764/2048000 ( 2.1%)
edges 5581/256000 22324/1024000 ( 2.2%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 1/8192 88/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 157/32768 1570/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2232/65536 4464/131072 ( 3.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2502052/0 ( 0.0%)
HDR lightdata [variable] 2502052/0 ( 0.0%)
visdata [variable] 46536/16777216 ( 0.3%)
entdata [variable] 41261/393216 (10.5%)
LDR ambient table 1067/65536 4268/262144 ( 1.6%)
HDR ambient table 1067/65536 4268/262144 ( 1.6%)
LDR leaf ambient 1005/65536 28140/1835008 ( 1.5%)
HDR leaf ambient 1005/65536 28140/1835008 ( 1.5%)
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] 1/11236 ( 0.0%)
pakfile [variable] 106014/0 ( 0.0%)
physics [variable] 46824/4194304 ( 1.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5013
Writing c:\users\user\documents\nms_chokepoint.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\user\Documents\nms_chokepoint.bsp" "..\..\nmrih\maps\nms_chokepoint.bsp"


** Executing...
** Command: "..\hl2.exe"
** Parameters: -game "..\..\nmrih" +map "nms_chokepoint" -steam

And this is my second map. Anyone know how to help me fix this or will I have to revert back to normal lights?
Last edited by Seby™; Aug 8, 2015 @ 4:10am
< >
Showing 1-1 of 1 comments
Please Aug 8, 2015 @ 9:26am 
Try this, Make a light_spot, and a light_dynamic, put them on the same spot and hight. Parent the one that is parentable to the other light. Make sure "Moving light" Flag is ticket. Test again. Light_dynamic is an invisible light source that changes over time. So you actually need to put another light close to it. for it to work i believe. May be wrong, but give it a shot.

You also got a texture error: material dev/dev_measurewall01b doesn't have a $bottommaterial
Last edited by Please; Aug 8, 2015 @ 9:27am
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Showing 1-1 of 1 comments
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Date Posted: Aug 8, 2015 @ 4:08am
Posts: 1