black texture help

Fietsendief

L1: Registered
Sep 10, 2009
10
0
I get sometimes black textures afther compiling. How is that possible? What do I do wrong and is deleting and builing the brush or prob again the onl solution?
 

Fietsendief

L1: Registered
Sep 10, 2009
10
0
Thanks for the site! here is the black texture:
6


or just this link http://nl.tinypic.com/r/2vladlg/6
 

Icarus

aa
Sep 10, 2008
2,245
1,210
You need to compile vrad with -staticproppolys

the "black texture" is the result of bad lighting due to the roof prop you used.
 

Fietsendief

L1: Registered
Sep 10, 2009
10
0
So if this noob knows what you mean ;) it's gone if I compile "long" instead of fast?

@FaTony - know its not, its just the same stone texture as underneed the roof.
 
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Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
http://developer.valvesoftware.com/wiki/VRAD

That will help you out. What Icarus is saying is that the Roof model you've got on top is borking the lighting around it, making everything pitch black, so it's not a texture problem, but a rendering one. The command -staticproppolys fixes that by performing extra shadow tests at prop_statics, which creates higher quality shadows that aren't.. broken.

As far as I know. I would love to be corrected.
 

Fietsendief

L1: Registered
Sep 10, 2009
10
0
Okay I'll try that when I'm back from franch, hopefully I'm able to fix it, because the tf wiki text is prity difficult for me :blushing: but the map is almost finished and my head is overloading with new ideas :p
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Or is it model texture?

Valve removed model textures from the texture browser several months ago. This will never be an issue again.

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Alternatively, to resolve this issue, you can just turn the prop shadows off. A lot of props (such as the rubble and mining tracks) don't have collision meshes and as such render shadows according to the bounding box. Thus causing huge ugly shadows that cover large areas that otherwise should not be in shadow.

The command they gave you causes vrad (the lighting executable) to pay extra attention to prop shapes. This will result in a longer compile time, but should resolve your issue if you want really detailed shadows. Due to the longer compile times this command is usually saved for release candidate versions of maps to save time in the development process. Turning off a props shadow is the simplest and easiest resolution, whilst alternatively the extra compile command will give your map more accurate shadows at he cost of compile time (and possibly a larger .bsp file size).
 
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Fietsendief

L1: Registered
Sep 10, 2009
10
0
@grazr - okay that sounds easier ;) and the shadows there are not realy necessary for the map, its more outside decoration.
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Alternatively, to resolve this issue, you can just turn the prop shadows off. A lot of props (such as the rubble and mining tracks) don't have collision meshes and as such render shadows according to the bounding box. Thus causing huge ugly shadows that cover large areas that otherwise should not be in shadow.

Oh, are shadows primarily rendered off collision meshes?