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I have NOT a question

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I would have a question, why my wall lighting looks bad, but I don't dare to ask help, that Duffedwaffe does not become angry.

You have a leak. This is pretty basic stuff.

I would answer that you probably need to mess with the lightmap scale, but since you are likely going to get banned soon, i won't bother. :D

EDIT: Or you have a leak, like Taco said. I didn't think you could possibly overlook that though...............right?

Post your compile log and maybe we won't have to guess randomly at what crap you missed.

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I don't find any leaks in my map. but here's log

** Executing...
** Command: "c:program filessteamsteamappspenapappasourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappspenapappaportalportal" "c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:program filessteamsteamappspenapappaportalportalmaterials
Loading c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0Brush 21973: WARNING, microbrush
...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_movelinear (-255.99 -256.00 -87.23) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
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) (121468 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 426 texinfos to 226
Reduced 69 texdatas to 61 (3256 bytes to 2998)
Writing c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappspenapappasourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappspenapappaportalportal" "c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.bsp
reading c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.prt
LoadPortals: couldn't read c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.prt

** Executing...
** Command: "c:program filessteamsteamappspenapappasourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappspenapappaportalportal" "c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.32 seconds)
1502 faces
2 degenerate faces
46570 square feet [6706206.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
can't solve quadratic for light 114.000000 114.000000
light has _fifty_percent_distance of 61.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 61.000000 but _zero_percent_distance of 0.000000
can't solve quadratic for light 114.000000 114.000000
can't solve quadratic for light 114.000000 114.000000
12 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0023 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 2 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 319/8192 3828/98304 ( 3.9%)
brushsides 2263/65536 18104/524288 ( 3.5%)
planes 1892/65536 37840/1310720 ( 2.9%)
vertexes 2587/65536 31044/786432 ( 3.9%)
nodes 1150/65536 36800/2097152 ( 1.8%)
texinfos 226/12288 16272/884736 ( 1.8%)
texdata 61/2048 1952/65536 ( 3.0%)
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 1502/65536 84112/3670016 ( 2.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 999/65536 55944/3670016 ( 1.5%)
leaves 1180/65536 37760/2097152 ( 1.8%)
leaffaces 1810/65536 3620/131072 ( 2.8%)
leafbrushes 800/65536 1600/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11422/512000 45688/2048000 ( 2.2%)
edges 6455/256000 25820/1024000 ( 2.5%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 186/32768 1860/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3000/65536 6000/131072 ( 4.6%)
cubemapsamples 6/1024 96/16384 ( 0.6%)
overlays 64/512 22528/180224 (12.5%)
LDR lightdata [variable] 516184/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 55207/393216 (14.0%)
LDR ambient table 1180/65536 4720/262144 ( 1.8%)
HDR ambient table 1180/65536 4720/262144 ( 1.8%)
LDR leaf ambient 2022/65536 56616/1835008 ( 3.1%)
HDR leaf ambient 1180/65536 33040/1835008 ( 1.8%)
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] 1/1572 ( 0.1%)
pakfile [variable] 751087/0 ( 0.0%)
physics [variable] 121468/4194304 ( 2.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4398
Writing c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappspenapappasourcesdk_contentportalmapsrcgladossp2beta.bsp" "c:program filessteamsteamappspenapappaportalportalmapsgladossp2beta.bsp"

** Executing...
** Command: "c:program filessteamsteamappspenapappaportalhl2.exe"
** Parameters: -dev -console -allowdebug -game "c:program filessteamsteamappspenapappaportalportal" +map "gladossp2beta"

Yeah you have a Leak, and a Microbrush. Once again Search the: http://developer.valvesoftware.com/wiki/Main_Page For the answer. But because this is simple, just choose the map tab, and Load PointFile.

Currently working on Darksiders 3.

Okay thanks now I have asked all that I need to know.

Oh wow, you actually had a leak - I guess I'm psychic.

I'd say I can barely wait till you next question, but I'm sure those 3 or 4 minutes will pass quick enough.

What is a leak?

penapappa wrote:
What is a leak?

[img]http://forums.thinking.withportals.com/images/smiles/potd.gif[/img]

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