A non-reflective blue pickup truck skin?

Discussion in 'Mapping Questions & Discussion' started by Baysin, Jan 16, 2009.

  1. Baysin

    Baysin L2: Junior Member

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    I just realized that the blue skin for the pickup truck model is entirely reflective all over, like it's made of mirrors.... wood slats, tires, and all. On the other hand, the red pickup truck is fine. I had placed the blue truck in my map and was trying to figure out what setting I had changed to make it like that, when I realized I hadn't done anything at all, that's just the way it is. I'm guessing it just needs a new skin? Is there a corrected skin out there for it? Come to think of it, is the pickup truck even an official model? I'm not sure if it's in any official maps or not, now that I'm thinking about it. I looked in a couple of custom maps that it's in, and sure enough, shiny chrome all over. Anyway, I was surprised I hadn't noticed it before now, and I was wondering if there were any solutions out there, or if I was just going to have to leave it out or use the red skin only.
     
  2. Sgt Frag

    Sgt Frag L14: Epic Member

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    It is official and I do believe it is in official maps off to the sides.

    You do have to use an entity to control where it's lightsource comes from for some reason. If you search you will find it because I had posted quite awhile back about it.
    Still it seems the tires do stay shiny.
    It's possible the vmf for the red and blu skin is different. Maybe the blu one needs fixed there. I haven't looked into that yet.
     
  3. Baysin

    Baysin L2: Junior Member

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    Hmmmmm.... yeah I was playing 2fort today and noticed the pickup trucks off to the sides in the blu and red courtyards. They both looked perfectly fine. I had tried using an info_lighting on it, which helped, but just made it look like dim mirrors rather than shiny mirrors. I'll have to grab a decompiled 2fort file and see if I can figure out what they did. I'd already done a search on this site for related threads and came up empty.

    EDIT: I'm just getting to a point in my first map where I'm finding weird lighting issues and trying to solve them, and this is just one of several. So, I'm in a learning stage here... hopefully I'll figure it all out :)
    EDIT EDIT: Okay, a little more sleuthing turned up the thread you'd mentioned, where it was suggested to try a path_track and/or an info_target rather than an info_lighting. Furthermore, examining the decompiled 2fort map showed nothing unusual at all. They had set the model to no physics (makes sense, as it's outside the play area) and put a fade distance on it. Otherwise, all default settings with no lighting source designated. So I made a little room with no lighting in it at all, pitch black inside, put a path_track and an info_target inside AND outside. I didn't think it'd make any difference, but for the sake of completeness, I made different blue pickups that had fade distances set, default physics, no physics, and using the bounding box for collision. I set each one to use one of the different entities for their lighting source. No effect at all, all models were lit the same and had the same reflective surface all over. I CAN get it to where the reflections aren't very noticeable. From some angles it'll look okay, but the reflections are still there, and if you just move a bit it'll be all shiny wood and tires again. I have no idea, at this point, how Valve got theirs to look normal. Oh, and yes I'm using cubemap entities and building the cubemaps.

    So... if anyone can give me a hint, or at least confirm that I'm not stupid/crazy/completely clueless, that'd be great... otherwise, I guess I'm only using the red pickup for now. It's more of the puzzle of the thing that's got me, rather than the inconvenience of not having the colour skin I'd prefer.
     
    Last edited: Jan 17, 2009
  4. GrimGriz

    GrimGriz L10: Glamorous Member

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    Here's a screenshot of Mechtroid's assault grounds map (it's on my server :) )

    http://forums.tf2maps.net/downloads.php?do=file&id=914

    Apparently he knows how to do them...I noticed he's using HDR...i'm not and mine are shiny, so maybe that has something to do with it.
     
  5. Baysin

    Baysin L2: Junior Member

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    Hmmmm. I had actually wondered about HDR. I've not done anything with HDR at all yet. So on my little test map, I compiled it with the HDR box checked, then built cubemaps for both HDR and LDR, and.... nothing. I mean, I can tell the difference with HDR, but it's still inappropriately shiny all over. I downloaded that map, and sure enough, the trucks look fine in it. Since I don't really know anything about using HDR yet, maybe there's something I'm missing, but just the quick and dirty HDR build did nothing.

    It's maddening, no other prop that I've noticed has this issue.
     
  6. Nineaxis

    aa Nineaxis Quack Doctor

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    I have one in the detail area in Stovepipe's BLU spawn, nothing special applied, and it works fine.
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    this could be down to Valve's "special" model poly/lighting compile settings? I don't know if you bothered to use them Nine?
     
  8. Nineaxis

    aa Nineaxis Quack Doctor

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    Of course I bothered to. :p
     
  9. Baysin

    Baysin L2: Junior Member

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    Okay, well, since I obviously don't know what you're referring to, anyone care to enlighten me?
     
  10. Nineaxis

    aa Nineaxis Quack Doctor

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  11. YM

    aa YM LVL100 YM

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    No I highly doubt its got anything to do with the fancy compile settings since I used them on hoodoo and the cubemap on it was still messed up.

    One experiment I did was to build the HDR cubemaps twice (since it wasn't a problem on LDR) The first time you set mat_specular to 0 to eliminate pink and then again with mat_specular set to 1 so that its reflecting the first cubemap pass.
    So the first time you end up with a half white reflection but the second time you end up with an almost correct reflection. The more times you repeat this process the better the result (but the longer it takes).

    Another way to do get it reflecting properly is to locate the .vmt file in the gcf and extract it to the same location and simply comment out (or delete) the envmap line so it has no reflections at all. then when you have compiled your map simply use pakrat to embed it in (you must remember to do it manually since pakrat wont find it on auto and it wont work if it isnt paked in)

    Hope that helps
     
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  12. Baysin

    Baysin L2: Junior Member

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    Well, this is strange. I used the trick at the end of that tutorial and compiled it with the -staticproplighting setting, and it worked.... but only for the models with physics turned off. The rest are still highly reflective all over. If I want to do this in a play area, I'd have to put some brushes inside the model, or something goofy like that, otherwise there's no collision. That's pretty close, and better than nothing I guess, though I'm still totally baffled as to what's going on here and why this one skin on this one prop is acting up, when nothing else is.

    EDIT: Oh nards, I hadn't seen Youme's post there. I'll have to try the multiple cubemap builds trick and see if that works. If so, that'd be a better solution I think. Still leaves me wondering double-ewe-tee-eff, but if I can find a workaround, I'll be able to live with it. :)
     
    Last edited: Jan 19, 2009
  13. Boylee

    aa Boylee pew pew pew

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    By default the red pickup vmt files have the cubemap set as their envmap but it's commented out, in the blue one it's not commented out. Thanks for the suggestion, extracting and editing the vmt worked a charm for me :D
     
  14. Blue552

    Blue552 L3: Member

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    compare the .vmt's
     
  15. Boylee

    aa Boylee pew pew pew

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    Worth noting that if you do extract & edit the textures and materials from the gcf then you also need to extract the base textures and materials for the truck too, and then pakrat the lot of them. With just the blue textures I got purple checkers. Also none of the textures will be found in pakrat auto mode, so you need to add them manually.
    i.e
    Code:
    pickup01.vmt
    pickup01.vtf
    pickup02.vmt
    pickup02.vtf
    pickup04.vmt  - blue material
    pickup04.vtf  - blue material texture