Checkerboard Shadows and a few other things

Discussion in 'Mapping Questions & Discussion' started by eyodir, Nov 17, 2009.

  1. eyodir

    eyodir L1: Registered

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    Hello tf2maps.net! I'm a new mapper, and although I generally feel like I've been able to learn through lurking and osmosis, I've encountered a few things I have not been able to find any good information on and I'm going to ask them myself- I've attached several screen shots to help.

    #1.

    The biggest issue I have is with several light_spots casting checkerboard shadows onto a displacement. I don't understand why they're doing this- I've duplicated these lights elsewhere on the map (the red circled area of yellow light in one screen) and somehow have not duplicated this shadow issue, so I'm not sure what's doing it. Both rooms these lights are in have env_light from the skybox as well.

    #2.

    The blue circled area of the ambulance shot- I'm using several models that have reflective areas, and I'm not sure if I can change them from whatever there default is. I've been successful in building cube maps for reflections elsewhere on the map (glass windows, tile floors), but the ones on several vehicle models don't seem to change and do not reflect the skybox I'm using (sky_night_01). I just noticed in the console on the last compile after using buildcubemaps I get this:

    *** Error: Skybox vtf files for sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file sky_night_01 to build the default cubemap!

    I'm not sure what this means, but I'm assuming it's probably part of my problem.

    #3.

    How do I animated the door frame in the last screen? Specifically the motor. I'm using two separate models fitted together, and the first bit works like a charm (slides up/down), but I have not done anything to get the motor bit on the door frame model to spin when it opens/closes. I'm not really well versed in how to use prop_dynamics, but I assume if I assigned the door model as it's parent it would just go flying up into the ceiling with the door. I have a feeling there's some kind of entity I don't know anything about to tie to the motor/frame to get it working.

    #3.5

    I'm using one of those shadow entities to direct how shadows are cast (I was following a tutorial to get the proper appearance of env_light relative to a skybox) and as you can see from the door shot, it makes most shadows not make any sense (ignoring other light sources). Is there something else I need to do?

    Thank you in advance for anyone who can help me :)
     
  2. Firest0rm

    Firest0rm L4: Comfortable Member

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    the best advice i could give to you for #1 and #2 is to try the interlopes.net error checker. However, i can't find any working links to it, so im thinking maybe they took it down or it broke. for #3 i would advise using the prefab doors found here, they work fine for me

    sky_night_01 is a default tf2 skybox, so the valve developer wiki can tell you what values to use for the env_light (found here)
    alternatively, you could use acegikmo's environment gallery
     
  3. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    1. and 2. Well my first guess (assuming you have cubemaps) is to check your log for any kind of leak.

    3. As for the door, the door you are looking for is door_slide_large_dynamic.

    Your trigger_multiple's output should be something like:

    OnStartTouchAll
    (doors name)
    SetAnimation
    open

    and then another one for close

    OnEndTouchAll
    (door name)
    SetAnimation
    close

    I believe this is right excuse me (anyone) if i screwed this up im on a mac so...ya

    3.5 Havent worked much on shadows so i cant help you there sorry :(
     
  4. aweaklingchild

    aweaklingchild L1: Registered

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  5. eyodir

    eyodir L1: Registered

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    Thanks for the quick replies guys.

    An update on the shadows- I don't believe this is being caused by leaks (I have none, and when I add one in it doesn't change them).

    I'm starting to wonder if it has something to do with light_spots from the hallway being cast outside the window, or is some kind of env_light error, or something else I have no grasp of. I deleted the light_spot entities for those wall light models and I still have the checkerboard shadows on the displacement floor. Adjusting lightmaps does nothing as well. I'm stumped.
     
  6. Timberjaw

    Timberjaw L2: Junior Member

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    I suggest trying to find the minimal setup necessary to duplicate the problem. i.e. create a new VMF with a very basic layout and add elements until the problem appears. Once you have that (and the cause of the problem is still not apparent) you can post the VMF here and get someone to take a look at it.
     
  7. Icarus

    aa Icarus

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    2. building cubemaps on maps with env_cubemaps should not reflect your skybox, but the images snapped from the env_cubemaps. that compile log error you get is meaningless and should be ignored. Everyone gets it.

    3. If you're using the 2-prop setup, you can't move the motor. Look at valve maps, they are the same way. They only move if you use the 1-prop setup with door_slide_large_dynamic. If you didn't notice this on valve maps maybe it just shows how unnecessary it is.

    3.5. Source has pretty terrible dynamic shadows. It will use the values defined in your shadow controller, nothing else. Most mappers disable shadows for all dynamic props.
     
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    Last edited: Nov 18, 2009
  8. eyodir

    eyodir L1: Registered

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    Thanks for the responses folks! I'm just going to scrap what I've been doing and start over. I never figured out why the checkerboard shadows were there, unfortunately, but thanks for the heads up on the other issues guys. (I may continue to play with the vmf of this just to see if I can eventually figure out what's going on in that room. My hunch is it has something to do with light entities in one of the adjacent rooms somehow rendering/causing it.)
     
  9. FaTony

    FaTony Banned

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    1. vmt points to non-existing vtf for a normal map. Use another texture. That's a broken valve one.
     
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