Help with prop_static lightmaps

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Top2323

L1: Registered
Apr 6, 2016
6
0
Hey there.
I want to use the hammer feature that adds lightmaps onto static props.

But when I try, this is what happens:

V5LKsNR.png


Df6U9CB.jpg


Know what I'm doing wrong?
Also attached the VMF.
 

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Freyja

aa
Jul 31, 2009
2,994
5,813
Lightmaps are still very limited for props, and only really useful if you design the prop specifically for them.

What's happening here is that both sides of the metal sheet share the same UV map space - or share the same texture, basically. So for that area of texture, the lightmaps are being calculated twice, once for both sides, and then added together. Because the other side is in complete shadow, it makes the front face completely dark as well.

It's a horrific limitation that no other engine has to deal with, but unfortunately there's no easy way around it without modifying the prop and it's material entirely.
 

Top2323

L1: Registered
Apr 6, 2016
6
0
Hey there. I lied. I'm actually making a map for gmod, but I want to use tf2's prop lightmaps.
I'm at max brushsides, so I made just about every func_detail in this room to a prop with propper.

wz0TACe.jpg


wg9V8oN.png


Compiled, it looks like this:
aUtvGac.jpg


I've tried vertex lighting, moving origin, etc.
I've tried turning expensive things into displacements with twister but textures get warped and hard to work with.

Any way to make this work?
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
Then I think you really just need to light the room a whooole lot more.

Doesn't look like you have many lights in there, or theyre not intense enough.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
While you can turn the lightmap resolution way up to make it as detailed as it was on the brushes, you still need to light the room a lot better. (plus if you set it as high as you need to your filesize is gonna balloon massively)
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
You could always stick phantom lights in the room to light it up better. :V
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
300 is a relatively dim light. Many lights in TF2 are set to 600, 800, or even 2000+ for very bright lights.

You can also stick in a point light with "quadratic" set to 0 and "constant" set to 1, and set the brightness to something like 20 or 10 - this will light up the entire room with a very minimal amount of light, but it's more than pitch black.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Propper props will not function at all with lightmaps, for the same reasons I said in my previous post.

You need to custom make any model with lightmaps specifically in mind.