Lighting Error

Discussion in 'Mapping Questions & Discussion' started by Lain, Mar 25, 2015.

  1. Lain

    aa Lain will finish a map one day

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    [​IMG]
    So when i place props like these trees and rock they don't seem to be lit properly, like they are mat_fullbright 1 in a fullbright 0 world. any ideas?
     
  2. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Maybe you accidentally put those prop to no shadow mode?
    It's a checkbox that you see if you double click.
     
  3. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    You should use the command to remove fullbright mode.
    It clitches sometimes.
     
  4. Lain

    aa Lain will finish a map one day

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    Nope, none of that worked.
     
  5. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    What compile setting are you using?
     
  6. sevin

    aa sevin

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    You need to compile with -staticproppolys. Lighting on static props is calculated using the collision mesh by default, and collisions on those trees is just around the trunk, not the branches/leaves.

    Thanks for using my HUD btw ;)
     
  7. Lain

    aa Lain will finish a map one day

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    Normal, with BSP on normal, VIS on fast and RAD on normal.
     
  8. Lain

    aa Lain will finish a map one day

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    Thanks! And thanks again for making the most readable, useful and good looking TF2 hud :D
     
  9. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    What's you hud called?
    I would download it.
     
  10. sevin

    aa sevin

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  11. Lain

    aa Lain will finish a map one day

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    Okay so after doing it, it didn't work :c
    Would it have anything to do with no lightsource being set?
     
  12. Lampenpam

    aa Lampenpam

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    sevin mixed up some commands.

    -staticproppolys is for the better lightmap shadows by using the actual model instead of the colision model to beak the lightmaps. You should use this command anyway for fancy lightmap shadows.

    -staticproplighting is what you need.

    Also read this article for more information: http://www.nodraw.net/2010/12/lighting-compile-options/
     
  13. Lain

    aa Lain will finish a map one day

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    Hmm.. still not working

    [​IMG]

    and these are the settings i use for compiling. (I can't use Normal VIS, since it crashes my hammer if that makes any difference)

    [​IMG]

    Edit: just did another compile with all 3 lines of compile code on, still didn't work.
     
    Last edited: Mar 27, 2015
  14. killohurtz

    aa killohurtz Distinction in Applied Carving

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    You're using the command in the wrong place. Go to the article Lampenpam posted and scroll down to the section "How do we use these features?" It shows you how to include them in the expert options.

    The field you're currently using is Hammer's equivalent of the Steam launch options and is meant for TF2 settings when it launches post-compile.
     
  15. Lain

    aa Lain will finish a map one day

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    Thanks for clarifying. I will try it out now. There isn't any way to speed it up though right?
     
    Last edited: Mar 27, 2015
  16. henke37

    aa henke37

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    There are ways. The most important one is lightmap optimization.
     
  17. killohurtz

    aa killohurtz Distinction in Applied Carving

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    A good way to speed up any compile is just to make sure your map is sufficiently func_detailed and lightmaps are optimized. But if your map is still in alpha, you don't need to waste your time with lengthy expert compiles yet. Go ahead and see if you can fix this particular prop, then leave it for your detailing stages since it's not directly affecting gameplay.
     
  18. Lampenpam

    aa Lampenpam

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    You see that strange shadows on the grass? That's caused by using displacements incorrectly. When turning faces into displacements, make sure only faces which are visible are selected. If you select all faces of a brush then you have a lot of unneeded displacements underground which are still rendered.

    To fix this, select all unneeded displacements, and choose "destroy" at the displacement tool
     
  19. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Might also be the case because of VIS being set to fast. Can't remeber if fast VIS or RAD does that.

    To the props: What entity are you using to place the models? If you want the good shadows you need to use prop_static, which you should use in every case except when you need the prop to dynamicly change. (In which case you use a prop_dynamic.)
     
  20. Lain

    aa Lain will finish a map one day

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    If I set VIS to anything but fast my pc takes 8 or so hours to compile and most of the time crashes, requiring a restart of the computer. I don't know if there is a tutorial out there for getting this stuff set up but it would be great if you could point me in the right direction.

    Thanks! I'm still a novice so I know none of the technical side of mapping.

    [​IMG]