Lighting Issues

Discussion in 'Mapping Questions & Discussion' started by a_sock, Feb 17, 2019.

  1. a_sock

    a_sock L1: Registered

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    Heyo
    So, since the project I am working on purely deals with the logic behind 5CP and doesn't involve any actual map creation, I am implementing the altered 5CP logic into decompiled maps.

    I know this is not recommended as decompiling is a flawed process. I taught myself to fix most area portals and some wierd shutter door issues, but what I can't figure out is how to get rid of some lighting stuff:

    [​IMG]
    dark wall segment


    [​IMG]
    oddly shiny reflection, unlike different to original snakewater


    Any help would be greatly appreciated, thank you in advance :)
     
    Last edited: Feb 17, 2019
  2. DrSquishy

    aa DrSquishy ???

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  3. a_sock

    a_sock L1: Registered

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  4. a_sock

    a_sock L1: Registered

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    Thanks to @DrSquishy I was able to get rid of the black spots on the rock and odd shadows underneath the stones.
    The shiny sawblade and black wall segments I have not been able to fix yet though :/
     
  5. Tumby

    aa Tumby

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    The sawblade has nothing to do with lighting. You need an env_cubemap entity. After that you build cubemaps by using the "buildcubemaps" command ingame. If you are compile in both LDR and HDR lighting, you will have to build it twice while your game is in the corresponding setting.
    So for example, load the map in with LDR lighting, do buildcubemaps, then relaunch the game (you can also just go to the menu but I find that to sometimes crash my game), switch to HDR with mat_hdr_level 2 (0 would be LDR), load the map and do buildcubemaps one final time.
    It looks like you are dealing with decompiled maps, so you don't have to place any env_cubemaps yourself.

    The black wall is a weird bug that happens sometimes. Personally never had it occur, but I hear recreating the brush usually fixes it.
     
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