Mazy Posted January 8, 2006 Report Posted January 8, 2006 I've been trying to figure this out on my own by checking lighting and prop tutorials but I've come up with no solution yet, and there's bound to be some of you that know how to fix this. as the arrows indicate the props show up way too bright, as if they dont take an consideration to the actual brightness of their whereabouts. Ive tried using info_lightings to make em fit in, but that doesnt work very well either, and on some objects (such as the garbage bin and the phones on the picture) it looks like it puts the enviroment in the props textures through way too much. With the flourecent lights I figured out you got that skin change thing, but even that really makes it look a whole lot better. Does it have anything to do with the props pivot point or something like that? :G Anyway, Im sure one of you got some absolutely brilliant compile command that will make it all well
Defrag Posted January 8, 2006 Report Posted January 8, 2006 There's a bug in the SDK at the moment that causes the cubemaps to be overly bright.
Mazy Posted January 8, 2006 Author Report Posted January 8, 2006 That certainly helped, but theres still a bit of it here n there Btw, does any of you have problems with HL2 or CS:S or wutevr in steam, taking ages to shut down, almost feels like its frozen? Seems like theres alot fucked up with Steam atm D:
RD Posted January 8, 2006 Report Posted January 8, 2006 yeah i got that sometimes when i close css, it just takes a minute before its gone. And that bug, ive had it a few times and i use quark, have u tried restarting the map in console?
Steppenwolf Posted January 8, 2006 Report Posted January 8, 2006 place a info_lighting in a dark shadowed place of your map and give it a name. then go to the prop properties and choose this info_lighting as lighting origin. This should help. edit: ah forget what i have written. havent read your complete text under the picture Must be a bug then. I have a different annoying bug btw in my maps. Everytime i have compiled my map new and run buildcubemaps everything looks ok. the next time i open the map then the lighting of the first person hands and weapon is fucked up (much too dark)
RD Posted January 8, 2006 Report Posted January 8, 2006 Oyeah Stepp, i got that bug as well. Ive just given up on buildcubemaps for now
Tequila Posted January 8, 2006 Report Posted January 8, 2006 There's a bug in the SDK at the moment that causes the cubemaps to be overly bright. Bingo. There's no hope of sorting this until Valve sort it out.
Grinwhrl Posted January 8, 2006 Report Posted January 8, 2006 yeah hl2 is pretty fucked... They really need to concentrate on fixing all there bugs and errors before moving on with all the new stuff in my opinion.
Pericolos0 Posted January 8, 2006 Report Posted January 8, 2006 Btw, does any of you have problems with HL2 or CS:S or wutevr in steam, taking ages to shut down, almost feels like its frozen? Seems like theres alot fucked up with Steam atm D: i have this too ( thought my vid card drivers were broken or something... I'm glad i'm not the only one, which means someone will have to fix it
General Vivi Posted January 9, 2006 Report Posted January 9, 2006 like they said , make sure you have an env_cubmap in the room and type buildcubemaps in console . also make sure there are no leaks
Steppenwolf Posted January 9, 2006 Report Posted January 9, 2006 i have build cubemaps yesterday in my map and they look all normal
cdxx Posted January 9, 2006 Report Posted January 9, 2006 i have build cubemaps yesterday in my map and they look all normal did you have to recompile or did you just rebuild the cubemaps?
dissonance Posted March 2, 2006 Report Posted March 2, 2006 Btw, does any of you have problems with HL2 or CS:S or wutevr in steam, taking ages to shut down, almost feels like its frozen? Seems like theres alot fucked up with Steam atm D:The SDK has always been really shitty with memory management. First there was that memory leak bug that would eat everything in five minutes if you left the SDK window open, then the texture browser thing, now this. Oh well.
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