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Discussion in 'Mapping Questions & Discussion' started by Mr Egg, Nov 1, 2010.
Why is this so dark ?
You either need to add more lights or make the current ones brighter.
The color of the light should be a series of numbers like "255 255 255 200" or something. Change the last number to change the brightness, with higher numbers being brighter. Try a test with 1200 and go from there.
Yeah but shouldn't there be a like ambient light ?
Did you make light_env? Is it configured right? Is this indoors?
If it's indoors ambient light won't be there.
Most ambient light in TF2 is just a low brightness light entity or two, I think.
This is indoors, I made a few light_env, yes, but I don't know how to configure it right...
Since it's indoors you need to place more lights.
If you are using one of those skyboxes, copy the configuration for it.
The light environment entity is like the sun or the moon. If you are indoors, you won't see it unless there are doors or windows.
It worked well before, and I didn't have that much lights... What causes it ? Maybe it's a leak !
I tried running the pointfile, but it shows only a weird red string that begins and ends out of thin air
That's a leak.
But then I don't know how to read it :
It goes from nowhere to nowhere !
Are you sure it isn't going through geometry?
Turn off all your func_details and see if there is a void.
edit your light_spot color
255 255 255 1000
red value is what you're looking for,
usually 600+ start to be bright enough
How do I do that ? Indeed it goes through a geometrical shape, but not between two of them. That's weird.
By "that" I mean turning off my func_details
Things keep getting weirder... When I run the map it's perfectly bright, and water is really buggy (it can't be seen, and instead of it there is the background repeating itself as I move...
To "turn off" certain parts of the map, use the VisGroups toolbar on the right. Under Auto, you can toggle "World Details -> Func Detail". If there are holes in what's left, you made a func_detail out of something you shouldn't have.
And remember to turn all your visgroups back on when you compile.
When I turn off my func_details there's some walls that disappear, but I don't know how to see if there's a void.
I think my pointfile is broken. I made a leak on purpose and the pointfile was still the same, beginning nowhere and ending the same way.
If it begins "nowhere" that probably means you have an entity with an "origin" point that somehow got moved out into the void. This is a problem since leak-testing is done by going through all your entities' origin-points (typically in the center of the entity) and making sure none of them can reach the void.
Make sure is on, and then select all of your entities. If you see a blue sphere (3d view) or a small white circle (2d view) at one end of the leak-line, that's a good sign that you've got misplaced origins.
Find the entity causing the problem, and use center origins on it.
You could also just use center-origins on your whole map, but if you have certain entities (like rotating doors) you'll need to revisit them and check that they still work right.
You probably have an entity at the outside of the map.
EDIT: Oops grilled
i don't think I've got an entity outside the map. The leak begins inside, not in the void.
And my pointfile is weird : it says it can't find the one with the name of my map, so i load the test.lin. Is it ok ?
If Hammer says it can't find the point-file, that generally means it simply does not exist. Loading any other .lin file is not useful.
Oh... Then what's with the lights and the bizarre water ?
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