pitch black func_wall in hl2 Created 18 years ago2006-04-17 08:54:23 UTC by painkiller painkiller

Created 18 years ago2006-04-17 08:54:23 UTC by painkiller painkiller

Posted 18 years ago2006-04-17 08:54:23 UTC Post #174768
i have a problem. in hl2, my func_walls entities appear totally black, and the func_door entities too. here you have a screenshot showing the problem

User posted image


thanks in advance and sorry for my english.
Posted 18 years ago2006-04-17 09:01:19 UTC Post #174770
func_walls are sort of obsolete in source. Turn them into func_detail. I'm not sure about the func_door.
If you use a model texture on a regular brush, it also makes it look black.
Posted 18 years ago2006-04-17 09:13:50 UTC Post #174771
well, i'll replace func_walls with func_detail, but the door are using my custom textures, no model ones...

does someone know whats goin' on?
Posted 18 years ago2006-04-18 11:15:33 UTC Post #174950
Are you compiling on normal?
And don't you want your door to use custom textures?
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-18 19:45:08 UTC Post #175036
Perhaps your text file for the targa image in the custom textures folder is improperly filled out?

And you say its not a prop texture? Hmmm....

Leaks sometimes cause that too. Also sometimes weird lighting improperly used.

BTW nice map :)
Posted 18 years ago2006-04-18 22:43:04 UTC Post #175050
tried both compiling, normal and fast, but it's the same thing on both...

the texts files for the tga images are empty.

and it's not a prop texture, these textures where converted from .wad to tga, modified in photoshop to add detail, and converted to the hl2 format.... nothing special :P

there are no leaks (thank you dear .log file :p) and lightning is normal, only light entities, with their colors modified (and their brightness too, but nothing really drastic).

something i forgot to add: when i use the flashlight in these door, i can see its texture, but when i turn the flashlight off, ptich black again...

pd: thank you Xyos212 :)
Posted 18 years ago2006-04-19 18:00:25 UTC Post #175340
Hmm, maybe it is something with the lighting then. I dunno.
Posted 18 years ago2006-04-19 18:19:11 UTC Post #175347
Obviously...There isn't any light reaching it...Add a light_spot poitning at it and blend it in with the environment. Should look fine.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-20 11:19:11 UTC Post #175537
thank you VERY much habboi, i'll do it...
Posted 18 years ago2006-04-20 16:28:18 UTC Post #175641
You say the text files for the tga images are empty? Do you have something similar to this in them?:

"LightmappedGeneric"

{ "$basetexture" "yourfoldername/yourtexname" }

Maybe thats why their pitch black. The text file defines its lighting, and other parameters.
Posted 18 years ago2006-04-22 08:48:37 UTC Post #176025
they are empty, with no text in them....

well, i'll replace that door with something else..... source, you win! :sarcastic:
Posted 18 years ago2006-04-22 08:56:53 UTC Post #176030
But you could easily just fill the VMT with text and thus it will work...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-22 12:22:56 UTC Post #176067
well, if i put

"LightmappedGeneric"

{ "$basetexture" "yourfoldername/yourtexname" }

then it would work?
Posted 18 years ago2006-04-22 15:22:32 UTC Post #176092
I've seen this error in many Source maps (including my own). I believe it's a rendering bug, and I haven't figured out a non-kludge way to get around it.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-04-22 15:28:21 UTC Post #176094
I dont think its a bug. Sounds like he didnt fill out the text for the text file with the tga image.

Read the custom materials tutorial to fix.
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