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Need help - 'light_omni2' is going crazy lighting up my 3d skybox

  • ChaimWitz
  • December 17, 2023 at 12:21 PM
  • ChaimWitz
    • December 17, 2023 at 12:21 PM
    • #1

    Heys,

    I hope someone can help me with my cs2/Hammer editor problem. My 3d skybox is getting some really funky lights from inside my map (it comes from light_omni2 entities). If I start the map from editor, everything looks fine, but when I run the map on local server, or upload it to Steam Workshop, the problem arises. You can see the problem in the attached picture. The houses behind the fence are part of 3d skybox, and should not be lit brightly like that. That light is coming from the lights inside the map.

    The lights are very bright and moving all over the place as the player moves, so the map is unplayable 'til I find the fix.

    I replicated the problem in a simple template map. The result is seen in a video clip, which is behind a discord link here: https://discord.com/channels/23513…637689194717184

    I'm getting a bit frustrated with this annoying problem. Any help/suggestions are greatly appreciated.


  • Radix
    • December 17, 2023 at 12:45 PM
    • #2

    I'm not familiar with Source2 yet, but since 99% of Mapcore members try their best to ignore the forum, some basic ideas I have:

    - Do you have a seperate *.vmap for your 3d skybox? (Some information about 3d skyboxes in S2 here)

    - Did you check the compile log for errors?

    - Maybe just a S2 bug (?)

  • ChaimWitz
    • December 17, 2023 at 2:43 PM
    • #3

    Thanks @Radix for your input.

    - I have 2 separate .vmap 's, one for main map, and one for 3d skybox

    - There was nothing related to this in the compile logs

    - It might well be a S2 bug, but I am just wondering why I am not finding more evidence of this issue. This is easily replicated with very simple setup = main map with one light_omni2 entity and 3d skybox map with 1 brush (plus the mandatory things for both)

    Everything else in my main maps + 3d skyboxes are working perfectly - this issue is still driving me nuts, because it makes the maps unplayable 😀

  • leplubodeslapin
    • December 18, 2023 at 9:20 PM
    • #4

    Just to be sure, did you compile your 3D Skybox map separately (declared as a 3D Skybox in the map properties, right?)

    Also, are the materials used there custom ? If so, what shaders are they using ?

    There should be no lighting influence whatsoever between the 3D Skybox and the actual map, this looks more like a shader bug than actual lighting being propagated in the 3D Skybox.

    Also all the lighting is looking quite weird in your screenshot, are you compiling with a Ray-Tracing capable GPU ? Can you share a screenshot in Lighting only mode ? (I find the shading on the brick wall on the left very weird, also the water fountain is pitch black, how ??)

  • ChaimWitz
    • December 19, 2023 at 10:18 PM
    • #5

    Thank you, @leplubodeslapin

    Yeah, I have compiled the two maps separately. Skymap is declared as 3d skybox in map properties. No custom materials.

    My GPU supports ray/tracing (GeForce RTX 4070).

    The fountain is dark, because I am making a night scenery.

    Could you check the video clip too? I use simple template map with bright sun (same dark 2d skymap on my 3d skybox though) and nothing extra, and get the same result.

    Btw, I just noticed that I don't get the same glitch if I set light_omni2 to static. It only occurs if set to dynamic or stationary.

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