black texture help

Discussion in 'Mapping Questions & Discussion' started by Fietsendief, Dec 23, 2009.

  1. Fietsendief

    Fietsendief L1: Registered

    Messages:
    10
    Positive Ratings:
    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?
     
  2. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    Do you have screenshots of that? We cant tell what it is until we see it ;)
     
  3. Fietsendief

    Fietsendief L1: Registered

    Messages:
    10
    Positive Ratings:
    0
    yeah I have one, but where can I upload it easily without all the registrating **** ?
     
  4. Micnax

    aa Micnax I maek map

    Messages:
    2,065
    Positive Ratings:
    1,522
    • Thanks Thanks x 1
  5. Fietsendief

    Fietsendief L1: Registered

    Messages:
    10
    Positive Ratings:
    0
  6. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,182
    You need to compile vrad with -staticproppolys

    the "black texture" is the result of bad lighting due to the roof prop you used.
     
    • Thanks Thanks x 2
  7. FaTony

    FaTony Banned

    Messages:
    902
    Positive Ratings:
    160
    Or is it model texture?
     
  8. Fietsendief

    Fietsendief L1: Registered

    Messages:
    10
    Positive Ratings:
    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.
     
    Last edited: Dec 23, 2009
  9. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

    Messages:
    580
    Positive Ratings:
    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.
     
    • Thanks Thanks x 1
  10. Fietsendief

    Fietsendief L1: Registered

    Messages:
    10
    Positive Ratings:
    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
     
  11. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,768
    Valve removed model textures from the texture browser several months ago. This will never be an issue again.

    ---

    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).
     
    Last edited: Dec 24, 2009
  12. Fietsendief

    Fietsendief L1: Registered

    Messages:
    10
    Positive Ratings:
    0
    @grazr - okay that sounds easier ;) and the shadows there are not realy necessary for the map, its more outside decoration.
     
  13. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

    Messages:
    580
    Positive Ratings:
    159
    Oh, are shadows primarily rendered off collision meshes?