Prop Lighting Fix

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Hi, I was wondering hwo I would go about fixing this problem below.
lightingpropproblem.png


I don't know if disabling shadows would still allow proper lighting on it from the lights i have put in there. I would really like to stick with the props and not use brushes either.
 

YM

LVL100 YM
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Dec 5, 2007
7,135
6,056
Look at the stickies in this forum.

[ame="http://forums.tf2maps.net/forumdisplay.php?f=12"]Mapping Tutorials & Resources - TF2Maps.net[/ame]

Stickies are stickied for a reason ;)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Are you talking about this sticky? - [ame="http://forums.tf2maps.net/showthread.php?t=2994"][Tutorial] REMOVING UGLY SHADOWS - TF2Maps.net[/ame]

If so, that's not what I'm really asking, there isn't an ugly shadow being casted by it, but the prop itself is black cause it's halfway through the ground brush.

I also tried using Lighting Origin, but that's stopped the lights in there from casting their light on it.
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Yep, YM was talking about that sticky. The problem is probably occurring because the origin of the prop is in shadow, therefore the entire prop is rendered in shadow. I believe the solution you're looking for is described on page 3 of that thread. There's actually a link to page 3 right in the first post.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
IIRC it's changing the origin used for lighting (property on the entity) to an info_target placed aboveground. (I suppose an info_null could work too, but haven't tried.)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Hmmm... well I did what he said to do on page three, I did an -final(slow) compile with this light setting instead of the normal one.
-both -staticproppolys -staticproplighting -textureshadows -final -game $gamedir $path\$file
But then I got this error, and the props were still black and the lighting on the ground was all whacked out...

Code:
8 direct lights
BuildFacelights:     0...1...2...3...4...5
WARNING: Too many light styles on a face at (-183.999985, 1832.000000, -167.000000)
...6...7.
WARNING: Too many light styles on a face at (-568.000000, 1848.000000, 63.000000)

WARNING: Too many light styles on a face at (-440.000000, 1960.000000, -167.000000)
..8...9...10 (84)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 445736, max 333
transfer lists:   3.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(2624, 3735, 5121)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(137, 251, 410)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(10, 23, 46)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(1, 2, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0126 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (11)
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Do you have lights that turn on and off?
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Nope, I have 4 point_spotlights and 4 light_spots in there pointing in the best direction I thought for it to light up the room. That's it, no other light sources.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
okay, so i just made brushes to look exactly like the props so they would light up. But the problem still occurs whenever I use the "youme" compile I get this error and this is how it looks in game.

Code:
11 direct lights
BuildFacelights:     0
WARNING: Too many light styles on a face at (-445.132629, 1874.151245, -47.000000)

WARNING: Too many light styles on a face at (-494.322510, 1777.909180, -47.000000)
..
WARNING: Too many light styles on a face at (-441.028992, 1888.500000, -46.000000)

WARNING: Too many light styles on a face at (-542.900452, 1659.659790, -46.000000)
.1...2...3...4.
WARNING: Too many light styles on a face at (-72.000000, 2168.000000, -167.000000)
..5..
WARNING: Too many light styles on a face at (-183.999985, 1784.000000, -167.000000)
.6...7...
WARNING: Too many light styles on a face at (-440.000000, 1864.000000, 63.000000)

WARNING: Too many light styles on a face at (-440.000000, 2040.000000, -167.000000)

WARNING: Too many light styles on a face at (-696.000000, 1544.000000, -167.000000)

WARNING: Too many light styles on a face at (-696.000000, 1448.371338, -163.871536)
8...9...10 (89)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 430826, max 365
transfer lists:   3.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(2450, 3489, 4769)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(130, 240, 393)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(9, 22, 45)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(1, 2, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0125 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (11)

lightingproblem1.png

lightingproblem2.png


But when I do a regular "not so youme" compile all the lighting looks fine.
So that leads me to the fact that it must be something to do with either.. HDR or the individual vertex lighting thingamabob.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Wait a second, that error only comes from lights that turn on and off... you MUST have some somewhere.... :/
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Welp, you wanted proof, here it is... absolutely no on/off lights at all T_T


Light Properties
light_properties.png


Light_Spot Properties
light_spot_properties.png


Point_Spotlight Properties
point_spotlight_properties.png
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
As a general rule, none of those lights should have "Name" filled in.

If they have names, VRAD assumes something might try to turn them on or off at some point (even if you don't have the I/O in your map to do it) and does the extra states anyway.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
As a general rule, none of those lights should have "Name" filled in.

If they have names, VRAD assumes something might try to turn them on or off at some point (even if you don't have the I/O in your map to do it) and does the extra states anyway.

This. Do not ever give a light a name unless you're telling it to do something. The very fact it has a name makes it an on/off light, since you have more than six states in your lightmap (from multiple named lights) you're getting that error.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Good deal =) I will remove their names and remember not to give them a name again unless i'm needing them to turn on. thank you all for your time in helping me figure this out.