For windows, you can also use a brush with an emissive on it, a bit more complexe but it can works very well.
Can't find a good tuto quickly but they talk about this here (old)
For windows, you can also use a brush with an emissive on it, a bit more complexe but it can works very well.
Can't find a good tuto quickly but they talk about this here (old)
Quote from laminutederireI managed to do something like that based on your idea, and it's a lot better than it was better so thanks
Two things stand out in the screenshot. First, the walls are way too thin. Second, light seems to be bleeding across the floor and ceiling past the walls, maybe the walls have been tied to an entity (func_detail?) but shouldn't be, or maybe the walls don't actually touch the floor or ceiling.
Quote from pjw0Two things stand out in the screenshot. First, the walls are way too thin. Second, light seems to be bleeding across the floor and ceiling past the walls, maybe the walls have been tied to an entity (func_detail?) but shouldn't be, or maybe the walls don't actually touch the floor or ceiling.
It's normal there's a certain gap at the top, it is a test I'm working on to see if it can have a benefit gameplay wise to be able to throw nades through these, and these are func_detail because it speeds up drastically compiling and since the map is under development it saves me some time. About the wall I know it is supposed to be 10 cm thin which isn't that thin, but I think I'll double the thickness of these walls, but I'm focusing on lights to have a sufficient readability, so players can test it
Quote from 3DnjFor windows, you can also use a brush with an emissive on it, a bit more complexe but it can works very well.
Can't find a good tuto quickly but they talk about this here (old)
I'm trying that but I have trouble though, my reference would be this picture, don't know if it is too ambitious or not to try to achieve that!
Quote from laminutederireI'm trying that but I have trouble though, my reference would be this picture, don't know if it is too ambitious or not to try to achieve that!
It should be doable. You could start testing just by texturing the 'window' with white002*. You can make any material a texturelight (and specify color and brightness) by adding/editing a .rad file for the map, this will make the specified textures emit light similar to the sky (ambient).
See here specifically from the link 3Dnj posted:
https://developer.valvesoftware.com/wiki/Glowing_Textures#.rad_files
* I think white002 is the only one that works by default in CSGO
white002 in action:
I guess I did it wrong, mine appear glowing but it doesn't lit the room.
Maybe because it wasn't the right white texture. And I read the article, but it wasn't specified that only white002 worked with cs go, but I guess it is not the weirdest thing about hammer ![]()
However I can stress enough the fact that I am very grateful for your help!
Quote from laminutederireI guess I did it wrong, mine appear glowing but it doesn't lit the room.
Maybe because it wasn't the right white texture. And I read the article, but it wasn't specified that only white002 worked with cs go, but I guess it is not the weirdest thing about hammer
However I can stress enough the fact that I am very grateful for your help!
The place to find this out is to open csgo/lights.rad in Notepad (or other text editor) and see which materials are listed. In mine, all that appears are:
I haven't tried using crys_4b, but I can only assume that being a relatively strong red with brightness at 40,000 it's not especially useful.
You can define your own lights in this file, or make a map-specific .rad file (better idea, in case lights.rad gets overwritten by update).
Quote from pjw0The place to find this out is to open csgo/lights.rad in Notepad (or other text editor) and see which materials are listed. In mine, all that appears are:
I haven't tried using crys_4b, but I can only assume that being a relatively strong red with brightness at 40,000 it's not especially useful.
You can define your own lights in this file, or make a map-specific .rad file (better idea, in case lights.rad gets overwritten by update).
I prefer not to imagine how crys_4b can be bright since I will have to drastically lower the brightness of white002. It was heavenlike, couldn't see anything ! However I will keep you posted on the matter of compiling time since it seems it causes compiling time to skyrocket, I hope that it is due to the overbrightness of the current texture.
Edit, I forgot to mention: I read that a map specific.rad could lead to some issues because it is said that the brightest light will be chosen if it appears in two .rad files ![]()
Quote from laminutederireEdit, I forgot to mention: I read that a map specific.rad could lead to some issues because it is said that the brightest light will be chosen if it appears in two .rad files
That may be the case (although my understanding was that the .rad files would be read in a predictable order), but if/when you start using something other than light002, that won't be a problem anymore.
Quote from pjw0That may be the case (although my understanding was that the .rad files would be read in a predictable order), but if/when you start using something other than light002, that won't be a problem anymore.
I created another texture and it works fine, i'm now trying to determine the perfect brightness!
About the light bleeding through walls, it adds me 1500 numportals not to tie interior walls to func_detail since they do not follow a square plan, so I guess I'll tweak the lights to make lights bleeding unvisible
Thank you all for your help, guess I've made people lost their time since the map I needed help with is now a cancerous bitch that won't compile without any reason (I'll resume it if source 2 stops fucking several hours worth of work any time it wants). So I'm sorry for that!
Can you post the compile log (if you got one)?
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_butterfly/knife_butterfly.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_flip/knife_flip.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_gut/knife_gut.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_karam/karam.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_m9_bay/knife_m9_bay.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_t/knife_t.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_tactical/knife_tactical.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m249para/m249.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt.
materialPath: C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivecsgomaterials
Loading C:UsersHugoDocumentsmuseum.vmf
Map revision 6
Material not found!: 0010_SNOW
Material not found!: 0056_YELLOW
Material not found!: COLOR_A01
Material not found!: WATER_POOL_LIGHT
Material not found!: COLOR_J01
Material not found!: TRANSLUCENT_GLASS_BLOCK_DARK
Material not found!: 0096_SKYBLUE
Material not found!: 0011_SEASHELL
Material not found!: 0076_GREEN
Material not found!: 0107_MIDNIGHTBLUE
Material not found!: MATERIAL2
Material not found!: COLOR_000
Material not found!: 0102_ROYALBLUE
Material not found!: 0108_INDIGO
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
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) (569382 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9044 texinfos to 4711
Reduced 16 texdatas to 14 (222 bytes to 176)
Writing C:UsersHugoDocumentsmuseum.bsp
4 seconds elapsed
It's a leak apparently, but the issue is that there is no entity leaking, so no way to determine where the problem is, in addition, there was no leak before, I've just added some details on my buildings and it starts leaking anyway. I've browsed the internet, and google is not my friend because I checked, all entities are in the map, their origin too, I do have an entity, there are no areaportals yet, so it cannot come from here. It must be something ridiculous, as it always is...
When I run it through a compile checker, this is what I get:
QuoteDisplay MoreGeneral informationNote: It appears vbsp was not included in this compile log.
Not running vbsp may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.Note: It appears vvis was not included in this compile log.
Not running vvis may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.Note: It appears vrad was not included in this compile log.
Not running vrad may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.Last contribution: Anonymous
material not found!: 0010_snowDescription:
The error is self-explanatory. Somewhere in your map you have referenced a texture that doesn't exist. Perhaps you used a texture from another modification or game you haven't correctly set your current game up for?Solution:
Make sure you have your mod paths set up correctly and that you are including all mod contents you need.
The affected object may not work/appear properly
Last contribution: zombie@computer
**** leaked ****Description:
You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map).Solution:
Fix the leak.See also:
WIKI: leaks
This error will cause your map to fail compiling correctly
Last contribution: Anonymous
Did you run vbsp?
I checked my log on the same website apparently ![]()
I did, it's just that I apparently didn't copied the top of the log where it says it runs vbsp.
I think there is no solution to my problem, otherwise I would have found an answer during my afternoons ![]()
A good tip, if you can't make a scene with man made lights look cool, open up a natural source of light, we do this a lot. Skylights, holes in a cave ceiling, light shafts with mirrors if your going all mythical etc. The real trick to making a scene look cool is to have a key light, one main light, if you can make that natural you'll have a much easier time adding accent lights and of course game play focused ones.
Quote from 2d-chrisA good tip, if you can't make a scene with man made lights look cool, open up a natural source of light, we do this a lot. Skylights, holes in a cave ceiling, light shafts with mirrors if your going all mythical etc. The real trick to making a scene look cool is to have a key light, one main light, if you can make that natural you'll have a much easier time adding accent lights and of course game play focused ones.
Yeah I saw this particular fact thanks to "emitter-brushes", it is powerful enough to compensate a sky. For anyone who will read this topic for help on his own, you should listen to that tip! However this method makes compiling really slow... 2hours for a full compile whereas with less cool lightnings it takes less 45min-1hour. Sadly there doesn't seem to exist powerful ways to optimize that processus as there is for portalflow and other visibility - concerning matters.
Quote from laminutederirefixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
It's a leak apparently, but the issue is that there is no entity leaking, so no way to determine where the problem is, in addition, there was no leak before, I've just added some details on my buildings and it starts leaking anyway. I've browsed the internet, and google is not my friend because I checked, all entities are in the map, their origin too, I do have an entity, there are no areaportals yet, so it cannot come from here. It must be something ridiculous, as it always is...
Load the pointfile and it should point you to the leak location.
Make sure that no transparent/translucent materials/brushes are sealing the map.
Quote from will2k
Load the pointfile and it should point you to the leak location.Make sure that no transparent/translucent materials/brushes are sealing the map.It's usually what I do in these cases but there isn't any pointfile, that's what bothering me.
I found a partial fix, with the cordon tool I can compile it with not so much issues, it is just very slow. Still off-topic, for indoor levels with rooms not rectangular at all, are hints the better way to optimize visleaves?
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