Prop lighting weird in map Created 14 years ago2010-01-22 19:15:29 UTC by Notewell Notewell

Created 14 years ago2010-01-22 19:15:29 UTC by Notewell Notewell

Posted 14 years ago2010-01-22 19:15:29 UTC Post #278302
User posted image
Anyone know how I can fix this? Vis has run, I have RAD on normal, and I don't think there's a leak. (Water works fine)I'm going to work on the lightmap scale and could use some tips for that, but that won't help the props be shadowed instead of fullbright.

Tips, anyone?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-22 19:41:59 UTC Post #278303
Have you placed env_cubemaps and run the 'buildcubemaps' command in-game? And what direction is the light_environment angled at?
Posted 14 years ago2010-01-22 19:45:45 UTC Post #278304
I have cubemaps, and I've added more since I noticed the problem, thinking that may have been it. The light_env is angled to the leftmost cliff wall in the screenshot- I've used values that are 'ideal' for the skybox I'm using.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-22 20:10:53 UTC Post #278306
Maybe it's a setting in the light environment that is causing to to be too washed out?? I'm just guessing now.
Posted 14 years ago2010-01-22 20:51:28 UTC Post #278307
No, I only get that in that area, not on other props elsewhere.
It's odd, it's like they're in a fullbright map.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-22 22:13:40 UTC Post #278308
Strange.

Do you mind getting a snapshot of the properties box for one of these props?
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-23 10:49:39 UTC Post #278313
Sure, just lemme open hammer up and upload the shots.
EDIT:
User posted image
Without smartedit so you can see all the values.
I noticed a value called noshadows on the window prefabs, and that might be the problem with them, but I can't think of anything that would make the doors do that.
EDIT: changing the noshadows value does nothing. I've made the skybox in that area taller, so maybe there will be more light there. I dunno.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-23 11:23:01 UTC Post #278324
"noshadows" stops props from casting their simple model shadows. Good for when props cast an ugly black line on geometry, which happens quite a bit in Source.

I can't see anything wrong with those properties, so it's probably not the props at fault. Another tricky lighting glitch of Source, hmm.

Try using a info_lighting to force better lighting onto the props. Place one where a similiar prop is getting the right results, name it, then put that name into the "Lighting Origin" field in the properties of the dodgy props.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-23 12:04:46 UTC Post #278325
I'll try that later, thanks. But won't that make them act odd when you shine the flashlight on them?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-23 12:50:08 UTC Post #278327
Nope, the flashlight (and any other dynamic light) will all work normally.

info_lighting can help you out in a lot of shitty not-doing-what-I-want lighting situations.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-23 14:34:06 UTC Post #278328
Okay, thanks. :)
EDIT: That should fix everything but the door, thanks.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 23:20:24 UTC Post #278413
Did you build cubemaps? Simply having cubemap entities without building cubemaps after the .bsp has been compiled doesn't cut it.

And make sure it's the correct version of .bsp that you are executing and loading.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 14 years ago2010-01-25 23:32:37 UTC Post #278414
Yeah, I built the cubemaps. I've got the windows fixed, and but the doors and fences can't be fixed without a complete overhaul.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-26 01:57:19 UTC Post #278418
Maybe there's some kind of small compile error, mind posting the latest compile log?
Strider StriderTuned to a dead channel.
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