Lighting Issues

Discussion in 'Mapping Questions & Discussion' started by MegapiemanPHD, May 11, 2014.

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    I hate to bring this here since it seems like a simple fix but all of the fixes I've come across haven't seemed to work. As shown in this screenshot I have a ambulance model that is mostly inside but partially outside, yet it only takes the light from outside. I have cubemaps both inside and outside and this issue is only present in a full, slow, compile. Any suggestions?

    [​IMG]
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Do you have HDR enabled when compiling in this image?

    and/or staticproppoly or staticproplighting?
     
  3. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    These are the settings I'm using.

    [​IMG]

    I don't have this issue when I render on fast, but only on full slow.
     
  4. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    agh, I always hated that menu, can never read it.

    I'm pretty sure you need to run -staticproppolys and -staticproplighting to get rid of that.

    Maybe this shall help.
     
  5. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Part of that tutorial talks about making a .rad file which is something I've never messed with. Unfortunately it doesn't say where the .rad file should be place or if/how it should be packed into the map. Does it just go in the maps folder with the map?
     
  6. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    to fix that issue, you don't need a .rad file.
     
  7. Sergis

    aa Sergis L666: ])oo]v[

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    staticproplighting should do the trick
     
  8. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    My apologies, the .rad file was for textureshadows which was also included in the tutorial but not one of the things you suggested. Either way, adding both of those things to the compile didn't change anything.
     
  9. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    If that didn't work then there is 2 remaining issues that I can see.

    1) You did it wrong. Did you set that up properly? If you're using VBCT, it's just check boxes and it's done. Are you doing VRAD on fast with these options? If you're doing compiles like this, you really should use VBCT.

    2) It's a model origin issue, which you'll need an info_origin or something to fix it. This is not the idea way to fix it though, as the -staticproppolys and -staticproplighting should've worked.
     
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  10. sevin

    aa sevin

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    Shouldn't it just be as simple as changing the lighting origin of the ambulance to the inside?
     
  11. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Then if you can see the ambulance outside, it looks silly.

    You really should avoid changing origins of lighting unless you absolutely have to, or know what you're doing.
     
  12. Lampenpam

    aa Lampenpam

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    Why is the inside so dark anyway? :eek:
    And dosn't the final -final vrad compile only change that there are more rays fired from the skybox texture, to compile light? Which imo is compleetly useless and increases compile time for no adventage.

    Back to topic: try to use another vehicle, I think the ambulance model has some strange material which can make it glow easily with HDR enabled
     
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  13. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    I didn't know what VBCT was so I use the expert compiler in hammer but added those two settings to light.exe. After downloading and learning how to use VBCT I compiled it using full and both of those options only to get the exact same lighting issue.


    I guess I'll have to try and figure out how to do this. I've never worked with info_origin's before.
     
  14. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    The model must have some kind of issue. I'm using that prop because on the other side of that wall is the respawn area. The ambulance is being used as the supply locker. It made more sense to me to use a vehicle since the resupply room is in a outside area than to just have random lockers. I may have to get fancy though if I can't get the lighting to work.
     
  15. Lampenpam

    aa Lampenpam

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    In my opinion VBCT is useless. it compiles just as the default compile tool, but it a bit mroe usefriendly. But in the default compile tool, you can presets of compile settings and when compiling you just have to tik the boxes and you're good to go.
    And at VBCT, for some reason, I can't specify a .rad file with more then 1 letter.
     
  16. Pocket

    aa Pocket func_croc

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    Guys.

    The amberlance is a dynamic model. Remember? The doors open and close because it's a resupply cabinet.

    So -staticproplighting won't work on it.
     
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  17. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    That makes sense. I decided to get fancy and replaced the ambulance with a pickup hulling health lockers and it seems to both look and function fine. I do wonder though if there is a -dynamicproplighting or something that could have fixed it.
     
  18. WolfKit

    WolfKit L3: Member

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    You could also split the model into a static ambulance and dynamic doors if you want to keep the ambulance.
     
  19. Lampenpam

    aa Lampenpam

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    Ooooh, wow why did nobody think of that x)


    But the ambulance model is only avaiable as dynamic prop
     
  20. WolfKit

    WolfKit L3: Member

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    I'm saying that one could edit the model and split it into two models, one with the animated part and one with everything else. I think I'll probably do it later, it should be fairly simple.