Hamer bug

Discussion in 'Mapping' started by Satanchild666, Jan 3, 2009.

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  1. Satanchild666

    Satanchild666 Banned

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    Whenever I try to test my map it crashes, suddenly my game shuts down.

    I compile my map and I noticed it says the following:

     
  2. Trickster

    Trickster Retired Developer

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    As far as I know thats a standard message, ignore it.
     
  3. Grizzly

    Grizzly BEAR SIZED DOORS

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    It's not a bug, your dooing it wrong

    Hammer can't detect a custom lights.rad file, hence it loads the default one/skips loading it
     
  4. Coffeeburrito

    Coffeeburrito Coder

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    Did you follow the Empires tutorials? http://wiki.empiresmod.com/index.php?title=Mapping

    Make sure you have spawnpoints, emp_info_params, all the proper associated files (resources, models, minimap), and a few other things I don't recall offhand.
     
  5. Satanchild666

    Satanchild666 Banned

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    I did, but it just won't work. I put all basic entities in, the map is air tight, the spawn points work fine. I have got the res files. But the map, won't, work! Couldn't it be I have to reconfigure hammer for Empires?
     
  6. Trickster

    Trickster Retired Developer

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    This is the best post yet. I think I might have just cried a little.
     
  7. Coffeeburrito

    Coffeeburrito Coder

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    Clearly you did NOT. If you follow the link, the very first tutorial is "Configuring Hammer for Empires" :pathetic:

    PLEASE read the tutorials before posting any more mapping questions.
     
  8. Trickster

    Trickster Retired Developer

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    Sigged.
     
  9. Blight

    Blight Member

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    The lights.rad file is not in the Empires folder, atleast it wasnt in mine. If Hammer can't find the lights.rad file in the empires folder it looks in the bin folder of the sourcesdk. (Steam\steamapps\account\sourcesdk\bin\orangebox\bin)

    If its not there also the map will compile with light textures not working (I think). This problem is easely fixed: make a new lights.rad file!

    Open notepad and type in:
    Code:
    lights/fluorescentcool001a 189 231 232 350
    lights/fluorescentcool001b 236 255 182 350
    lights/fluorescentcool002a 189 231 232 400
    lights/fluorescentcool002b 236 255 182 400
    lights/fluorescentcool003a 189 231 232 300
    lights/fluorescentwarm001a 239 216 193 350
    lights/fluorescentwarm002a 239 216 193 400
    lights/fluorescentwhite001a 245 245 245 350
    lights/fluorescentwhite002a 245 245 245 400
    
    
    lights/hazzardred001a 228 37 0 300
    lights/hazzardyellow001a 250 215 74 300
    
    lights/HIDcool001a 145 222 172 650
    lights/HIDcool001b 205 232 255 650
    lights/HIDwarm001a 255 201 116 650
    
    lights/white001 250 240 205 100
    lights/white002 189 233 247 425
    lights/white003 232 246 190 350
    lights/white004 170 228 247 425
    lights/white005 234 235 220 375
    lights/white006 234 235 220 100
    
    lights/white001_nochop 250 240 205 100
    lights/white002_nochop 189 233 247 425
    lights/white003_nochop 232 246 190 350
    lights/white004_nochop 170 228 247 425
    lights/white005_nochop 234 235 220 375
    lights/white006_nochop 234 235 220 100
    
    lights/incandescentcool001a 235 235 235 300
    lights/incandescentwarm001a 250 226 129 300
    
    
    glass/glassscreen001a 172 192 161 225
    glass/glasspipe001f 214 72 44 200
    glass/glassscreen001c 172 192 161 225
    glass/glassscreen001d 211 187 134 225
    glass/glassblock001a 70 194 209 200
    composite/citadelfloor001a 103 143 203 200
    props/tvscreen006a 196 0 0 200
    shadertest/gooinglass 149 49 15 50
    
    glass/glasswindow002e 189 233 247 425
    glass/glasswindow035a 145 222 172 100
    
    dev/DEV_INTERIORLIGHT02B 151 176 204 225
    
    plaster/plasterwall029h 189 223 227 125
    building_template/Building_Trainstation_Template001d 230 230 200 65
    building_template/Building_Trainstation_Template001e 230 230 200 150
    building_template/Building_Trainstation_window002d 230 230 200 300
    building_template/Building_Trainstation_window002e 230 230 200 300
    
    lights/physgunlight 189 231 232 20
    now save as a rad file in the "Steam\steamapps\account\sourcesdk\bin\orangebox\bin" folder.

    This is the standard lights.rad file and it seems to be working for me. I don't think Empires has any light emitting textures.

    EDIT: It's a pretty common problem and could be easely fixed by simply googling "lights.rad missing" or something in that context.
     
  10. Satanchild666

    Satanchild666 Banned

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    I did reconfigure it allready, I always reconfigure hammer if there is a new version available.

    And thank you Blight, I have done it and it seems to work.
     
  11. Chris0132'

    Chris0132' Developer

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    The lights.rad file has nothing to do with whether or not your map works.
     
  12. Blight

    Blight Member

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    It does work, but the light textures won't emit light. Aleast I think so because when Omni compiled my map he told me the tunnels were not lighted. He also had no lights.rad file.
     
  13. Chris0132'

    Chris0132' Developer

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    Yes, it controls the light emission from textures, but as texlights are rarely useful and generally should not be used, and most people don't have a lights.rad, and nothing bad comes from not using one, it isn't a problem.
     
  14. Satanchild666

    Satanchild666 Banned

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    Then I don't know what happend, but apperently the map seems to work now.
     
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