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Help with prop_static lightmaps

Discussion in 'Mapping Questions & Discussion' started by Top2323, Apr 6, 2016.

  1. Top2323

    Top2323 L1: Registered

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    Hey there.
    I want to use the hammer feature that adds lightmaps onto static props.

    But when I try, this is what happens:

    [​IMG]

    [​IMG]

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

    Attached Files:

  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    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.
     
  3. Top2323

    Top2323 L1: Registered

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    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.

    [​IMG]

    [​IMG]

    Compiled, it looks like this:
    [​IMG]

    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?
     
  4. Yrr

    aa Yrr An Actual Deer

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    do you have a leak there?
     
  5. Top2323

    Top2323 L1: Registered

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    No, I'm using cordon.
     
  6. Yrr

    aa Yrr An Actual Deer

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    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.
     
  7. Top2323

    Top2323 L1: Registered

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  8. Yrr

    aa Yrr An Actual Deer

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    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)
     
  9. Top2323

    Top2323 L1: Registered

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    I've set resolution to 1024 but they're still pitch black.
     
  10. Yrr

    aa Yrr An Actual Deer

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    You could always stick phantom lights in the room to light it up better. :V
     
  11. Top2323

    Top2323 L1: Registered

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    [​IMG]
    Here are lights at 300
     
  12. Idolon

    aa Idolon the worst admin

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    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.
     
  13. iiboharz

    aa iiboharz Meme Queen

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    I don't think GMod even supports the prop lightmaps..?
     
  14. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    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.