Lighting Issues

MegapiemanPHD

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I hate to bring this here since it seems like a simple fix but all of the fixes I've come across haven't seemed to work. As shown in this screenshot I have a ambulance model that is mostly inside but partially outside, yet it only takes the light from outside. I have cubemaps both inside and outside and this issue is only present in a full, slow, compile. Any suggestions?

ambulance.png
 

MegapiemanPHD

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agh, I always hated that menu, can never read it.

I'm pretty sure you need to run -staticproppolys and -staticproplighting to get rid of that.

Maybe this shall help.

Part of that tutorial talks about making a .rad file which is something I've never messed with. Unfortunately it doesn't say where the .rad file should be place or if/how it should be packed into the map. Does it just go in the maps folder with the map?
 

Fruity Snacks

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Part of that tutorial talks about making a .rad file which is something I've never messed with. Unfortunately it doesn't say where the .rad file should be place or if/how it should be packed into the map. Does it just go in the maps folder with the map?

to fix that issue, you don't need a .rad file.
 

Fruity Snacks

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My apologies, the .rad file was for textureshadows which was also included in the tutorial but not one of the things you suggested. Either way, adding both of those things to the compile didn't change anything.

If that didn't work then there is 2 remaining issues that I can see.

1) You did it wrong. Did you set that up properly? If you're using VBCT, it's just check boxes and it's done. Are you doing VRAD on fast with these options? If you're doing compiles like this, you really should use VBCT.

2) It's a model origin issue, which you'll need an info_origin or something to fix it. This is not the idea way to fix it though, as the -staticproppolys and -staticproplighting should've worked.
 

Fruity Snacks

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Shouldn't it just be as simple as changing the lighting origin of the ambulance to the inside?

Then if you can see the ambulance outside, it looks silly.

You really should avoid changing origins of lighting unless you absolutely have to, or know what you're doing.
 
Mar 23, 2013
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Why is the inside so dark anyway? :eek:
And dosn't the final -final vrad compile only change that there are more rays fired from the skybox texture, to compile light? Which imo is compleetly useless and increases compile time for no adventage.

Back to topic: try to use another vehicle, I think the ambulance model has some strange material which can make it glow easily with HDR enabled
 

MegapiemanPHD

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If that didn't work then there is 2 remaining issues that I can see.

1) You did it wrong. Did you set that up properly? If you're using VBCT, it's just check boxes and it's done. Are you doing VRAD on fast with these options? If you're doing compiles like this, you really should use VBCT.

I didn't know what VBCT was so I use the expert compiler in hammer but added those two settings to light.exe. After downloading and learning how to use VBCT I compiled it using full and both of those options only to get the exact same lighting issue.


2) It's a model origin issue, which you'll need an info_origin or something to fix it. This is not the idea way to fix it though, as the -staticproppolys and -staticproplighting should've worked.

I guess I'll have to try and figure out how to do this. I've never worked with info_origin's before.
 

MegapiemanPHD

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Why is the inside so dark anyway? :eek:
And dosn't the final -final vrad compile only change that there are more rays fired from the skybox texture, to compile light? Which imo is compleetly useless and increases compile time for no adventage.

Back to topic: try to use another vehicle, I think the ambulance model has some strange material which can make it glow easily with HDR enabled

The model must have some kind of issue. I'm using that prop because on the other side of that wall is the respawn area. The ambulance is being used as the supply locker. It made more sense to me to use a vehicle since the resupply room is in a outside area than to just have random lockers. I may have to get fancy though if I can't get the lighting to work.
 
Mar 23, 2013
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I didn't know what VBCT was so I use the expert compiler in hammer but added those two settings to light.exe. After downloading and learning how to use VBCT I compiled it using full and both of those options only to get the exact same lighting issue.

In my opinion VBCT is useless. it compiles just as the default compile tool, but it a bit mroe usefriendly. But in the default compile tool, you can presets of compile settings and when compiling you just have to tik the boxes and you're good to go.
And at VBCT, for some reason, I can't specify a .rad file with more then 1 letter.
 

Pocket

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Guys.

The amberlance is a dynamic model. Remember? The doors open and close because it's a resupply cabinet.

So -staticproplighting won't work on it.
 

MegapiemanPHD

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Guys.

The amberlance is a dynamic model. Remember? The doors open and close because it's a resupply cabinet.

So -staticproplighting won't work on it.

That makes sense. I decided to get fancy and replaced the ambulance with a pickup hulling health lockers and it seems to both look and function fine. I do wonder though if there is a -dynamicproplighting or something that could have fixed it.
 

WolfKit

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Jun 26, 2012
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That makes sense. I decided to get fancy and replaced the ambulance with a pickup hulling health lockers and it seems to both look and function fine. I do wonder though if there is a -dynamicproplighting or something that could have fixed it.

You could also split the model into a static ambulance and dynamic doors if you want to keep the ambulance.
 

WolfKit

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Jun 26, 2012
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Ooooh, wow why did nobody think of that x)

But the ambulance model is only avaiable as dynamic prop

I'm saying that one could edit the model and split it into two models, one with the animated part and one with everything else. I think I'll probably do it later, it should be fairly simple.