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weird spots on my displacements?

  • Wesley Tack
  • September 5, 2008 at 10:00 AM
  • Wesley Tack
    • September 5, 2008 at 10:00 AM
    • #1

    Anyone had this before? Or someone how knows what's causing this?

    [Blocked Image: http://www.wesleytack.com/upload/ol_undersiege0011.jpg]

    Also some of my physical props are completely black in some corners (maybe they are related?). But when I move them out of the corner (out of the shadow) they light up.

    Static props do this as well, but these I can fake with an info_lighting (unlike the physical props). Is there something wrong with my lighting overall? What's going on?

    Faking it on the entire map is something I'd rather avoid

    Thanks in advance!

    -wez

  • Psy
    • September 5, 2008 at 10:30 AM
    • #2

    I had this on one of my map's before and I think I fixed it by simply deleting the displacement. Sorry I can't be more helpful as this happened to me quite a long time ago.

  • Erratic
    • September 8, 2008 at 5:05 AM
    • #3

    Just an off hand thought, is it possible the shader type in the VMT is something other than LightmappedGeneric or any other acceptable type for displacement like vertexlitgeneric etc.?

  • skdr
    • September 8, 2008 at 5:37 PM
    • #4

    Delete your light_env and create it from scratch with same settings.

  • m8nkey
    • September 9, 2008 at 12:10 AM
    • #5
    Quote from skdr

    Delete your light_env and create it from scratch with same settings.

    That resolved the problem in this thread http://%7boption%7d

  • Zeta
    • September 14, 2008 at 3:00 PM
    • #6

    check to make sure that it's lightmap scale isn't insanely low / high.

  • Wesley Tack
    • September 21, 2008 at 12:16 AM
    • #7

    hey, thanks for all the replies!

    I've been checking this thread ever since I posted it (I've been finishing off the level first)

    Now the whole level is done, except for this error :/

    I checked the lightmap size on the surfaces and it is default (16, as the rest of the level), and the rest of the level doesn't have these dots.

    I removed all the light_env entities and added a new one (it still happened)

    I removed the 3Dskybox with the other light_env (so I only have the one in my main level), with no luck

    I also removed all my entities and baked the level with a new light_env (it still happens)

    What I found out though, that is probably part of the problem is that it only seems to happen in areas that are in shadows of my displacements.

    So every displacement in shade of another displacement seems to have these. I doesn't make me wiser on what might exactly be causing it?

    On the other hand when I compile that area with the dots in cordon, then those dots don't appear? (but when I compile the whole level in cordon (putting the whole level in cordon) they are back)

    If anyone has any bright ideas, please let me know!

    thanks!

    -wez

  • Wesley Tack
    • September 21, 2008 at 12:45 AM
    • #8

    Here is an image showing what I said above:

    [Blocked Image: http://www.wesleytack.com/upload/dots_shadows_displacements.jpg]

    In this image I turned off everything except what I needed to run the map and the displacements.

  • Wesley Tack
    • September 21, 2008 at 1:11 AM
    • #9
    Quote from Erratic

    Just an off hand thought, is it possible the shader type in the VMT is something other than LightmappedGeneric or any other acceptable type for displacement like vertexlitgeneric etc.?

    Sorry, forgot to answer this: I tried it with HL2 blend materials as well and it's the same effect, and my .vmt is lightmappedgeneric yes

  • dux
    • September 21, 2008 at 11:14 AM
    • #10

    Have you tried deleting the displacements and remaking them? Compiling without them, too?

  • Wesley Tack
    • September 21, 2008 at 3:03 PM
    • #11
    Quote from dux

    Have you tried deleting the displacements and remaking them? Compiling without them, too?

    hey,

    yea I did, I also tried destroying the displacement and making each side separate

    also tried with block light behind them (instead of the current skybox texture)

    I also made the whole level layout a solid concrete material (instead of the current skybox texture), except for the top (skybox)

    nothing seems to work.

    when I turn off the displacement cliffs and keep the streets/desert then they are gone (because there is no shadow casting on it anymore

    of a displacement). So bottom line I think is that there is a bug in source when a displacement casts a shadow on another displacement?

    I dunno... I'm going to try and contact Valve about this and see what they have to say. I'm lost.

  • e-freak
    • September 21, 2008 at 4:17 PM
    • #12

    displacements can cast shadows on each other - that shouldn't be the problem. I'd assume that this is more of a problem with the lightmapscale and that for some weird reason it doesn't apply correctly.

  • dux
    • September 21, 2008 at 4:19 PM
    • #13

    Have you tried the shadowcontrol entity? I forget it's specific name, unless that is it.

  • Warfle
    • September 22, 2008 at 2:57 AM
    • #14

    I think this is caused by a bug with bounced lighting on brightly lit displacements. I get this a lot when working with snow environments (bright sun + bright texture + displacements usually = this problem).

    Try -bounce 0 in vrad.

  • Wesley Tack
    • September 22, 2008 at 3:37 PM
    • #15
    Quote from Warfle

    I think this is caused by a bug with bounced lighting on brightly lit displacements. I get this a lot when working with snow environments (bright sun + bright texture + displacements usually = this problem).Try -bounce 0 in vrad.

    Thanks! Will try tionight, I'll let you know (sounds like a very reasonable solution)

  • Wesley Tack
    • September 22, 2008 at 4:14 PM
    • #16

    !!!SOLUTION FOUND !!! (Credit to Robert Briscoe)

    http://developer.valvesoftware.com/wiki/Vrad

    Quote

    -LargeDispSampleRadius This can be used if there are splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area.

    Just tried it and it works

    <3 Rob!

  • robert.briscoe
    • September 22, 2008 at 4:17 PM
    • #17

    hail to the king baby :wink:

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