Lighting Glitch

Discussion in 'Mapping Questions & Discussion' started by Rad, Oct 29, 2008.

  1. Rad

    Rad L1: Registered

    Messages:
    16
    Positive Ratings:
    2
    There's some kind of lighting glitch concerning my map's RED base when I textured it. Depending on where you stand, the lights that shine on the surfaces either become really bright or really dark. It doesn't stay consistent, so it looks really weird.

    As an example, i stepped out of the spawn area to see this: (note, you might need to copy and paste the link if it doesn't work)
    http://jetsu.org/rad/screenshots/ctf_flushitdown_lightglitch01.jpg

    But I take just one step forward and it looks like this:
    http://jetsu.org/rad/screenshots/ctf_flushitdown_lightglitch02.jpg

    It appears to happen outside as well. I look outside the base and it looks like this...
    http://jetsu.org/rad/screenshots/ctf_flushitdown_lightglitch03.jpg

    But then I look upward a bit more and it looks like this:
    http://jetsu.org/rad/screenshots/ctf_flushitdown_lightglitch04.jpg

    I'm baffled because the BLUE base seems okay when it's pretty much exactly the same thing except it has ddeveloper textures. I removed all lights inside the base and it still acts up. I already checked for leaks -- no point maps and the water textures are fine.

    Any help is appreciated.
     
  2. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
  3. Benny

    Benny L1: Registered

    Messages:
    16
    Positive Ratings:
    1
    Just don't use textures that start with model/

    EDIT:
    Youme was faster . :(
     
  4. Rad

    Rad L1: Registered

    Messages:
    16
    Positive Ratings:
    2
    Oh, so it was a texture problem. Thanks a lot, both of ya. Sorry for spamming with my noobness.
     
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,532
    Why hasn't valve made it so those materials don't show up in Hammer yet? Most model materials don't, but a few still do... :|
     
  6. Apom

    Apom L6: Sharp Member

    Messages:
    366
    Positive Ratings:
    62
    Some of the model materials are actually useful (I'm thinking world map here).
     
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,532
    If you mean the map with giant colored dots used in 2fort's intel, that is not the same. That is a material from the props sub directory, all of which are valid to use without lighting issues. It isn't a material used on a .mdl that is the problem, it is the ones actually in the models sub directory.
     
  8. Apom

    Apom L6: Sharp Member

    Messages:
    366
    Positive Ratings:
    62
    You're right, I mistook props for models.

    Obviously the problem is not with the folders' names themselves, but rather the .vmt commands (likely the VertexLitGeneric shader). I guess we're lucky that Valve doesn't have VertexLit materials all around and keeeps them all in /models/.
     
  9. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
    Actually, it must be realatively easy to code a little plugin for hammer that will stop it looking in the /models/ folder for textures. I know virtually nothing (well, actually, less than nothing) about writing this sort of stuff but it must be possible.

    (and the thread title made me lol pretty hard, "lighting glitch, posted by Rad")
     
  10. Username

    Username L2: Junior Member

    Messages:
    96
    Positive Ratings:
    54
    So I'm not the only guy that laughed at that...
     
  11. Spike

    Spike L10: Glamorous Member

    Messages:
    716
    Positive Ratings:
    82
    By the way, you can use model textures by just copypasting the material .vmt and changing "VertexLitGeneric" to "LightmappedGeneric"