Lighting Glitch

Rad

L1: Registered
Aug 25, 2008
16
2
There's some kind of lighting glitch concerning my map's RED base when I textured it. Depending on where you stand, the lights that shine on the surfaces either become really bright or really dark. It doesn't stay consistent, so it looks really weird.

As an example, i stepped out of the spawn area to see this: (note, you might need to copy and paste the link if it doesn't work)
http://jetsu.org/rad/screenshots/ctf_flushitdown_lightglitch01.jpg

But I take just one step forward and it looks like this:
http://jetsu.org/rad/screenshots/ctf_flushitdown_lightglitch02.jpg

It appears to happen outside as well. I look outside the base and it looks like this...
http://jetsu.org/rad/screenshots/ctf_flushitdown_lightglitch03.jpg

But then I look upward a bit more and it looks like this:
http://jetsu.org/rad/screenshots/ctf_flushitdown_lightglitch04.jpg

I'm baffled because the BLUE base seems okay when it's pretty much exactly the same thing except it has ddeveloper textures. I removed all lights inside the base and it still acts up. I already checked for leaks -- no point maps and the water textures are fine.

Any help is appreciated.
 

Rad

L1: Registered
Aug 25, 2008
16
2
Oh, so it was a texture problem. Thanks a lot, both of ya. Sorry for spamming with my noobness.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Some of the model materials are actually useful (I'm thinking world map here).
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
If you mean the map with giant colored dots used in 2fort's intel, that is not the same. That is a material from the props sub directory, all of which are valid to use without lighting issues. It isn't a material used on a .mdl that is the problem, it is the ones actually in the models sub directory.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
You're right, I mistook props for models.

Obviously the problem is not with the folders' names themselves, but rather the .vmt commands (likely the VertexLitGeneric shader). I guess we're lucky that Valve doesn't have VertexLit materials all around and keeeps them all in /models/.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Actually, it must be realatively easy to code a little plugin for hammer that will stop it looking in the /models/ folder for textures. I know virtually nothing (well, actually, less than nothing) about writing this sort of stuff but it must be possible.

(and the thread title made me lol pretty hard, "lighting glitch, posted by Rad")
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
By the way, you can use model textures by just copypasting the material .vmt and changing "VertexLitGeneric" to "LightmappedGeneric"