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what are the best hl1 compile tools?

  • mike-0
  • July 18, 2005 at 9:58 PM
  • mike-0
    • July 18, 2005 at 9:58 PM
    • #1

    topic-

    my lighting is really gay. look at that blackness to the right of the middle light. wtf. the light entity is positioned at the same place on every light source. so im thinking it must be the rad compile tool im using.

    [Blocked Image: http://img315.imageshack.us/img315/8582/gaylighting0hy.jpg]

  • KoKo5oVaR
    • July 18, 2005 at 10:44 PM
    • #2

    it s seems that the blocs you ve used to make your lights are brushs, are they ? :/

    in that case, put them into func_wall entity

  • ReNo
    • July 19, 2005 at 12:40 AM
    • #3

    Better still, make them func_illusionarys. That will mean they don't have any clipping on them (no need on such small and insignificant objects) and so simplify the clipping hull.

  • mike-0
    • July 19, 2005 at 3:18 AM
    • #4

    that did the trick. but look at the side of the thing the plants come out on (far left of screen), notice how the lighting changes there. obviously i cant make that a func_illusionary. what am i supposed to do?

  • ReNo
    • July 19, 2005 at 11:28 AM
    • #5

    Oh yeah, didn't notice that. You could make the structure that the lights are fitted to into a func_wall. This should stop it causing the face splitting on the back wall that is resulting in the line on the left. If you then made a 1 unit gap between the lights themselves and the structure, you won't get face splitting between it and the lights (brush entities still cause face splits with other brush entities, just not world entities). It might look bad to have that 1 unit gap depending on the angle the player sees this from, so its up to you whether its worth saving the polys or just putting up with the face splits in order to have them flush.

  • mike-0
    • July 19, 2005 at 6:27 PM
    • #6

    ok what the FUCK is this.

    [Blocked Image: http://img64.imageshack.us/img64/5648/godwtf7wc.jpg]

  • ReNo
    • July 19, 2005 at 6:35 PM
    • #7

    Did you try and get funky with some RAD options? Looks like you set the chop value to something high, or something to that effect. In HL1, "-chop 16" is a nice looking value to use IIRC, and 32 is the highest you should ever have to go (unless you're doing something crazy like flatshading). Lower is better, by the way.

    Then again maybe this is something else entirely.

  • KoKo5oVaR
    • July 19, 2005 at 6:38 PM
    • #8

    wow.

  • mike-0
    • July 20, 2005 at 2:04 AM
    • #9

    ok i fixed the face lighting splitting thing, new problem. fucked up lighting (i circled it). i was thinking maybe if i extended the upper floor to be wider towards the center of the room, but id really rather not do that.

    [Blocked Image: http://img29.imageshack.us/img29/8080/wtf0cc.jpg]

    by the way i dont akimbo uzi, auto is for nubs

  • ReNo
    • July 20, 2005 at 3:28 AM
    • #10

    What the hell is wrong with this map? How many lighting errors can one man suffer from!?

  • insta
    • July 20, 2005 at 4:19 AM
    • #11

    Hey chuck, what about adding some more lights to brighten things up

  • Evert
    • July 20, 2005 at 7:44 AM
    • #12

    Did you compile with -smooth?

  • Zacker
    • July 20, 2005 at 11:24 AM
    • #13

    What about trying another compiler build? The many last releases of ZHLT have been more or less bugged. We want Merl or Sean back, they could code proper compilers:)

  • KoKo5oVaR
    • July 20, 2005 at 12:53 PM
    • #14

    In this case, try to add some lights on the ceilling

  • mike-0
    • July 20, 2005 at 4:39 PM
    • #15
    Quote from Zacker

    What about trying another compiler build? The many last releases of ZHLT have been more or less bugged. We want Merl or Sean back, they could code proper compilers:)

    did that.

    but i fixed that problem, it actually had to do with those point lights i had the original problem from being too bright.

    i plan on adding a window to the roof

    Quote from Evert

    Did you compile with -smooth?

    does that do what it sounds like?

  • ReNo
    • July 20, 2005 at 6:05 PM
    • #16

    It smooths out the lightmaps between faces that lie within the given angle of each other. Basically it helps make curves appear round and smooth rather than fragmented and "stepped".

  • Zacker
    • July 20, 2005 at 7:41 PM
    • #17

    This effect is however already activated as standard. The default smoothing value is 50, which I don't see any need for changing. The -smooth parameter is just for changing this value.

  • mike-0
    • July 20, 2005 at 9:07 PM
    • #18

    new problem

    [Blocked Image: http://img306.imageshack.us/img306/1671/wtf3bb.jpg]

    I thought it meant that i had too many lights on one texture, so i clipped some brushes into two seperate brushes, but i got the same error.

  • ReNo
    • July 20, 2005 at 9:25 PM
    • #19

    What chop value are you using with RAD? I don't remember ever running into problems while using a chop of 16 (this determines the resolution of the lightmaps, so would appear to be linked with your new problem), but its been a while since I've done HL1 mapping.

  • mike-0
    • July 20, 2005 at 9:35 PM
    • #20

    i set it to 16 and i still get the same error

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