Wesley Tack Posted September 5, 2008 Report Posted September 5, 2008 Anyone had this before? Or someone how knows what's causing this? 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 Quote
Psy Posted September 5, 2008 Report Posted September 5, 2008 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. Quote
Erratic Posted September 8, 2008 Report Posted September 8, 2008 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.? Quote
skdr Posted September 8, 2008 Report Posted September 8, 2008 Delete your light_env and create it from scratch with same settings. Quote
m8nkey Posted September 8, 2008 Report Posted September 8, 2008 Delete your light_env and create it from scratch with same settings. That resolved the problem in this thread http://forums.mapcore.net/viewtopic.php?f=34&t=10758 Quote
Zeta Posted September 14, 2008 Report Posted September 14, 2008 check to make sure that it's lightmap scale isn't insanely low / high. Quote
Wesley Tack Posted September 20, 2008 Author Report Posted September 20, 2008 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 Quote
Wesley Tack Posted September 20, 2008 Author Report Posted September 20, 2008 Here is an image showing what I said above: In this image I turned off everything except what I needed to run the map and the displacements. Quote
Wesley Tack Posted September 21, 2008 Author Report Posted September 21, 2008 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 Quote
dux Posted September 21, 2008 Report Posted September 21, 2008 Have you tried deleting the displacements and remaking them? Compiling without them, too? Quote
Wesley Tack Posted September 21, 2008 Author Report Posted September 21, 2008 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. Quote
e-freak Posted September 21, 2008 Report Posted September 21, 2008 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. Quote
dux Posted September 21, 2008 Report Posted September 21, 2008 Have you tried the shadowcontrol entity? I forget it's specific name, unless that is it. Quote
Warfle Posted September 22, 2008 Report Posted September 22, 2008 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. Quote
Wesley Tack Posted September 22, 2008 Author Report Posted September 22, 2008 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) Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.