Quakis Posted February 8, 2009 Report Posted February 8, 2009 I'm not exactly sure what's going on, despite having lights in my level - after compiling and viewing in HL2Ep2 everything is fullbright. No leaks. All compile options are "normal". I've restarted HL2Ep2 many times, tried copying the map into a fresh VMF, tried compiling another map - to no luck. I have absolutely no idea what is wrong and it's extremely fustrating me. Edit; if it helps, there was something odd that happened. When I had one map loaded (fullbright) I tried checking the main game - clicked new game, and in the background I noticed my level went "lit" for a second before it started to load the Ep2 first level. Quote
dux Posted February 8, 2009 Report Posted February 8, 2009 Have you tried compiling with no entities enabled? Quote
Quakis Posted February 9, 2009 Author Report Posted February 9, 2009 I kinda solved the lighting problem which may be why it was "fullbright" which runs me into another problem. I make a change in the map and compile it, load it up in HL2Ep2 and bam - same map from a previous compile. So I close it down, delete the bsp and recompile. Again - same map from a previous compile (and I know this since I move a prop somewhere it shouldn't be, but its in its orignal place when loading the map) This could explain why my map was shown in fullbright by not "compiling" the lights. Either that, or HL2ep2 is borked and isn't working right (I seriously dont feel like reinstalling it if there are other solutions about) To put it brief. Despite the changes to my map and after compiling it, upon loading the map those changes aren't made. Despite reloading HL2ep2. Despite deleting the map and compiling a fresh BSP. Hell, I just tried compiling it under a different name and returns the error "cannot find this filename" when attempting to copy the compiled map into HL2ep2's map folder. I hate Source. =x Quote
Skjalg Posted February 9, 2009 Report Posted February 9, 2009 Your compile script is fucked. It looks to me like your vmf gets compiled but the script copies an old version of the bsp to your maps folder, because it doesnt know where your new one is located or maybe you've set some static parameters to where he should try to locate your bsp. You've more than likely changed your paths at some point and fucked this up somehow, but then again source is known for its many bugs so you might not have If I were you i'd start using some custom compile tools. Also try searching your harddrive for the new "name" of your map (you said you renamed it, note down the location of where you saved the vmf, then manually go into that folder and copy the bsp into your maps directory). Quote
Quakis Posted February 9, 2009 Author Report Posted February 9, 2009 Things seem to be working as normal now. Decided to give Batch Compiler a try as well, states errors a bit clearer too. I'm wondering though, does the "Source SDK" need to be kept open for the vbsp etc tools to run? I tend to close it now and then which might be why I was having the problems - yet keeping it open seems to work as it should - really takes some time for non-Build stuff to sink in - Source tools can be very awkward to work with a lot of the time. Quote
JeanPaul Posted February 10, 2009 Report Posted February 10, 2009 Definitely a PEBKAC error. I am willing to bet your BSP compile failed despite having going into VRAD. No changes are applied when this happens. Oh and next time, post your compile it helps help you a lot faster "Source SDK" need to be kept open for the vbsp etc tools to run? Nope, tis just a launcher. I miss the good ol days when you could make a Hammer shortcut on your desktop Damn you Valve! Quote
Inveramsay Posted March 7, 2009 Report Posted March 7, 2009 As long as you have steam itself running it works Quote
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