Pitch Black Ceilings on Rooms

YTXZ

L1: Registered
Jun 18, 2015
25
1
If you have a point file, then there's something 'leaking' whether or not you have a leak or not.

Check for any invalid geomtry, or displacements made as brush entities.

That pointfile beam is just going completely insane, also there is just a plain out wall of skybox there on the way.
The walls are really large so it has problems rendering them unless im on specific spots, that's the only thing I can think of anymore that hammer is just doesn't work too well with large brushes.

33b2e5a078.png
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
That would probably explain why you can compile the same map multiple times with different results, because isn't the radius culling based on where your 3D view camera is?
 

YTXZ

L1: Registered
Jun 18, 2015
25
1
Try disabling radial culling (the R with a red circle around it)

(It's a random shot in the dark)

Also, is that skybox wall missing? Like, is your map not completely in a skybox box (don't do that in the end, btw).

There is no wall missing, for some reason the engine decided to not render it there, but yeah it was there also tried the radial culling thing and it seems there is no leak anymore. Thanks for that. :3

But, even that there is no leak the roof is still pitch black.
 

YTXZ

L1: Registered
Jun 18, 2015
25
1
You might have more than 1 leak
But if you're map is completely surrounded by skybox, nothing should leak at all. Run the pointfile again. If it asks you to load up a pointfile from your computer, then you don't have any.

No leaks/pointfiles, basically same as when I started, but now I don't have that one option on which wrecks my map when my camera is on wrong spot.
 

Tumby

aa
May 12, 2013
1,085
1,194
light_spot :
pitch yaw roll (Y Z X) = -90 0 0
brightness = 230 255 255 1024
brightnessHDR = -1 -1 -1 1
brightnessScaleHDR = 1
appearance = Normal
constant = 0
linear = 0
quadratic = 1
50% falloff = 256
0% falloff = 512
hard falloff = 0
inner angle = 60
outer angle = 75
focus = 1
maximum distance = 0
pitch = -90

Did you see this?

0% falloff = 512

AHA!
The light basicaly stops after about 512 units. Change the properties "50% falloff" and "0% falloff" to their default values (try 0 and -1 until the property will be shown as white instead of very light grey).

If it still seams kinda dark, you can use "linear 1". If you want to know more specificaly how constant, linear and quadratic work, check this page out:

https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff
 

YTXZ

L1: Registered
Jun 18, 2015
25
1
So trying to do what you just said, increased the falloff by a ton but ran into the problem of pakrat not working, it opens all the other .BSP files except the one that's my map.
Cannot test what tumbolisu suggested because I can't set $reflectivity on the brushes, because nothing is working ever when I'm trying to use it.
 

YTXZ

L1: Registered
Jun 18, 2015
25
1
Did you see this?



AHA!
The light basicaly stops after about 512 units. Change the properties "50% falloff" and "0% falloff" to their default values (try 0 and -1 until the property will be shown as white instead of very light grey).

If it still seams kinda dark, you can use "linear 1". If you want to know more specificaly how constant, linear and quadratic work, check this page out:

https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff

after restarting pakrat 5000 times to get it to open my map so i can add the reflectivity in,
results:
It still doesn't work, pitch black ceiling.
 

tyler

aa
Sep 11, 2013
5,102
4,621
You don't need to adjust the reflectivity of any material to adjust the falloff distances. That's all in game. Just set them to 0 (which is default) and they will bounce naturally.
 

YTXZ

L1: Registered
Jun 18, 2015
25
1
You don't need to adjust the reflectivity of any material to adjust the falloff distances. That's all in game. Just set them to 0 (which is default) and they will bounce naturally.

Black ceiling, with reflectivity and without it.
with 5000 falloff distance and 0
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
You can't use Pakrat to edit your map in order to replace some materials with ones that have a higher reflectivity, because all the lighting is calculated when the map is compiled. The lightmaps are saved. The reflectivity value is only used when compiling lighting. If you wanted to use a custom material with altered reflectivity, to increase the light bouncing, you would need to deposit the material in tf/materials or some variant, then restart Hammer and use the face edit tool to replace it on your floor, and then compile again.

But you shouldn't need to do that because the grey texture you have chosen still reflects light to some degree. You could easily just change it to something like the Reflectivity 90% dev material, for testing.

For testing purposes, insert a bunch of new, unedited light_spot entities in your map, and set their brightness value to something like 2000. Don't touch anything else. If you do these things and still find you have problems, then perhaps these guys are still right and leakage is the cause. If you like you could upload your VMF and someone could take a look.
 

YTXZ

L1: Registered
Jun 18, 2015
25
1
You can't use Pakrat to edit your map in order to replace some materials with ones that have a higher reflectivity, because all the lighting is calculated when the map is compiled. The lightmaps are saved. The reflectivity value is only used when compiling lighting. If you wanted to use a custom material with altered reflectivity, to increase the light bouncing, you would need to deposit the material in tf/materials or some variant, then restart Hammer and use the face edit tool to replace it on your floor, and then compile again.

But you shouldn't need to do that because the grey texture you have chosen still reflects light to some degree. You could easily just change it to something like the Reflectivity 90% dev material, for testing.

For testing purposes, insert a bunch of new, unedited light_spot entities in your map, and set their brightness value to something like 2000. Don't touch anything else. If you do these things and still find you have problems, then perhaps these guys are still right and leakage is the cause. If you like you could upload your VMF and someone could take a look.

Didn't Work, I think I might upload this file just because i feel like its completely broken and nobody can make it work.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I'd actually like to see the vmf, yeah. Upload it to the downloads section of TF2M so we can take a look.
 

YTXZ

L1: Registered
Jun 18, 2015
25
1
Download to this obscure map that does not want to function properly.
(right-click select save as)

Have fun trying to make it work, tried myself for like half a week already.
 
Last edited:

tyler

aa
Sep 11, 2013
5,102
4,621
9cc19ba545.jpg


The problem is your lights have names. Don't name your lights. I just used entity report to find all your lights and removed the names and now I've got these glorious lightbounces.

The only reason to name your lights is to do something with dynamic lighting, but it's often confusing and can really bloat your file size quite fast, so I'd really recommend not having dynamic lighting. Since all your lighting is static anyway, just leave the name fields empty.
 

YTXZ

L1: Registered
Jun 18, 2015
25
1
9cc19ba545.jpg


The problem is your lights have names. Don't name your lights. I just used entity report to find all your lights and removed the names and now I've got these glorious lightbounces.

The only reason to name your lights is to do something with dynamic lighting, but it's often confusing and can really bloat your file size quite fast, so I'd really recommend not having dynamic lighting. Since all your lighting is static anyway, just leave the name fields empty.

So what you are saying... is that if i name a light... it stops working. what the f