Lighting Error

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
NyB33r8.jpg

So when i place props like these trees and rock they don't seem to be lit properly, like they are mat_fullbright 1 in a fullbright 0 world. any ideas?
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Maybe you accidentally put those prop to no shadow mode?
It's a checkbox that you see if you double click.
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
-Maybe you accidentally put those prop to no shadow mode?-
-It's a checkbox that you see if you double click.-

You should use the command to remove fullbright mode.
It clitches sometimes.
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
What compile setting are you using?
 

seth

aa
May 31, 2013
1,019
851
You need to compile with -staticproppolys. Lighting on static props is calculated using the collision mesh by default, and collisions on those trees is just around the trunk, not the branches/leaves.

Thanks for using my HUD btw ;)
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Normal, with BSP on normal, VIS on fast and RAD on normal.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
You need to compile with -staticproppolys. Lighting on static props is calculated using the collision mesh by default, and collisions on those trees is just around the trunk, not the branches/leaves.

Thanks for using my HUD btw ;)

Thanks! And thanks again for making the most readable, useful and good looking TF2 hud :D
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
You need to compile with -staticproppolys. Lighting on static props is calculated using the collision mesh by default, and collisions on those trees is just around the trunk, not the branches/leaves.

Thanks for using my HUD btw ;)

What's you hud called?
I would download it.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Okay so after doing it, it didn't work :c
Would it have anything to do with no lightsource being set?
 
Mar 23, 2013
1,013
347
Okay so after doing it, it didn't work :c
Would it have anything to do with no lightsource being set?

sevin mixed up some commands.

-staticproppolys is for the better lightmap shadows by using the actual model instead of the colision model to beak the lightmaps. You should use this command anyway for fancy lightmap shadows.

-staticproplighting is what you need.

Also read this article for more information: http://www.nodraw.net/2010/12/lighting-compile-options/
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Hmm.. still not working

462190047b.jpg


and these are the settings i use for compiling. (I can't use Normal VIS, since it crashes my hammer if that makes any difference)

c671fa7a19.png


Edit: just did another compile with all 3 lines of compile code on, still didn't work.
 
Last edited:

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
1,016
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You're using the command in the wrong place. Go to the article Lampenpam posted and scroll down to the section "How do we use these features?" It shows you how to include them in the expert options.

The field you're currently using is Hammer's equivalent of the Steam launch options and is meant for TF2 settings when it launches post-compile.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Thanks for clarifying. I will try it out now. There isn't any way to speed it up though right?
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
There are ways. The most important one is lightmap optimization.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
A good way to speed up any compile is just to make sure your map is sufficiently func_detailed and lightmaps are optimized. But if your map is still in alpha, you don't need to waste your time with lengthy expert compiles yet. Go ahead and see if you can fix this particular prop, then leave it for your detailing stages since it's not directly affecting gameplay.
 
Mar 23, 2013
1,013
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You see that strange shadows on the grass? That's caused by using displacements incorrectly. When turning faces into displacements, make sure only faces which are visible are selected. If you select all faces of a brush then you have a lot of unneeded displacements underground which are still rendered.

To fix this, select all unneeded displacements, and choose "destroy" at the displacement tool
 

Tumby

aa
May 12, 2013
1,084
1,192
You see that strange shadows on the grass? That's caused by using displacements incorrectly. When turning faces into displacements, make sure only faces which are visible are selected. If you select all faces of a brush then you have a lot of unneeded displacements underground which are still rendered.

To fix this, select all unneeded displacements, and choose "destroy" at the displacement tool

Might also be the case because of VIS being set to fast. Can't remeber if fast VIS or RAD does that.

To the props: What entity are you using to place the models? If you want the good shadows you need to use prop_static, which you should use in every case except when you need the prop to dynamicly change. (In which case you use a prop_dynamic.)
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Might also be the case because of VIS being set to fast. Can't remeber if fast VIS or RAD does that.

To the props: What entity are you using to place the models? If you want the good shadows you need to use prop_static, which you should use in every case except when you need the prop to dynamicly change. (In which case you use a prop_dynamic.)

If I set VIS to anything but fast my pc takes 8 or so hours to compile and most of the time crashes, requiring a restart of the computer. I don't know if there is a tutorial out there for getting this stuff set up but it would be great if you could point me in the right direction.

You see that strange shadows on the grass? That's caused by using displacements incorrectly. When turning faces into displacements, make sure only faces which are visible are selected. If you select all faces of a brush then you have a lot of unneeded displacements underground which are still rendered.

To fix this, select all unneeded displacements, and choose "destroy" at the displacement tool

Thanks! I'm still a novice so I know none of the technical side of mapping.

8898ed09b6.jpg