Need advice for indoor lightning in source engine
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Quote from laminutederire
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?
The cordon tool should be used to narrow down and pinpoint the location of your issue, not as a permanent solution for the potential "leak".
Start decreasing the cordon borders with each compile until you reach the smallest area possible that includes the "error"; you will then have a pretty good idea of what happened (brush, entity or prop issue).
For the pointfile not showing, this could be a glitch in your map that is causing the "leak"; try copying the map into a new empty vmf and test again.
For the optimization, hints are always your first line of defense especially indoors followed by areaportals on all your doorways and hallways ends.
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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?
The cordon tool should be used to narrow down and pinpoint the location of your issue, not as a permanent solution for the potential "leak".
Start decreasing the cordon borders with each compile until you reach the smallest area possible that includes the "error"; you will then have a pretty good idea of what happened (brush, entity or prop issue).
For the pointfile not showing, this could be a glitch in your map that is causing the "leak"; try copying the map into a new empty vmf and test again.
For the optimization, hints are always your first line of defense especially indoors followed by areaportals on all your doorways and hallways ends.I think that my map is undoable with the source engine, too large and too many curves, I guess that's what is causing issues, it's possible right?
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I think most things are possible in hammer to be honest (other than maybe MMOs or skyrim-sized maps
) Can you outline your plan though? I'm interested to see whats going wrong hereMaterial 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_INDIGOHow does Hammer manage missing textures? does it replace with stock ones or does it delete the brush?
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Just an idea but have you tried turning off specific layers in the visgroups 'Auto' layers bottom right. Such as func_details.
Couldn't see this mentioned by anyone but if a func_detail (green coloured mesh in the viewport), has its face to the black void it can cause leaks. If you made all your curved areas into func_details and not sealed them in using no draw bsp blocks this can cause lots of problems. When loading a point file it can sometimes be difficult to spot the red line that points to the leak if you have a lot of meshes in the way.
Might be completely off here, but just adding something else to check
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Quote from VayaDisplay More
I think most things are possible in hammer to be honest (other than maybe MMOs or skyrim-sized maps
) Can you outline your plan though? I'm interested to see whats going wrong hereMaterial 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
How does Hammer manage missing textures? does it replace with stock ones or does it delete the brush?
It does shit, it's pitch black,there are no reflections, but it can still compilewuth these. This was because I do not model in hammer, and these are the textures of the other software. My plan? You mean the plan of my level?
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Quote from AkatsukiUK
Just an idea but have you tried turning off specific layers in the visgroups 'Auto' layers bottom right. Such as func_details.
Couldn't see this mentioned by anyone but if a func_detail (green coloured mesh in the viewport), has its face to the black void it can cause leaks. If you made all your curved areas into func_details and not sealed them in using no draw bsp blocks this can cause lots of problems. When loading a point file it can sometimes be difficult to spot the red line that points to the leak if you have a lot of meshes in the way.
Might be completely off here, but just adding something else to check
.I checked yeah, but it happened to me one time with a pillar,and there was a point file, which doesn't exist with this issue.I'm just curious to know how will source 2 work, just to know if it would be best to wait and do this map in source 2

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Quote from laminutederire
It does shit, it's pitch black,there are no reflections, but it can still compilewuth these. This was because I do not model in hammer, and these are the textures of the other software. My plan? You mean the plan of my level?
Yeah. the layout of it. I'm wondering what you mean by your layout not being possible in source.
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Well it is a museum, inspired by the Kumu in Tallinn, in term of size it is roughly the size of Overpass, but since there is 3 or 4 level per building and that the plan is curvy. It's not that's it is impossible, it is just not suited for. Here's a rough overview of a version where I hadn't yet finished upper areas, that's why it seems empty, but each level of buildings has its story now.
The two last screenshots show the effect of the brush emitter, the second one was the case when it was way too bright and the second when it wasn't as bright as it should be

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