Lighting problems with Displacements

MrSinistar

L2: Junior Member
Feb 5, 2008
82
6
ctf_hive_orange20003.jpg

I added a displacement in my map for the cliff surrounding the intelligence base and noticed it is unaffected by shadows. Also, when I move closer to the displacement via noclip, the shadows turn on and stay on, but turn off from time to time.

Here's some more images...(I was messing around with the textures and llight_environment settings in these pics)

ctf_hive_orange2_test0006.jpg

ctf_hive_orange2_test0007.jpg


Shadows fixed themselves:
ctf_hive_orange2_test0000.jpg


Please tell me if you guys want the vmf. BTW, all of this is unoptimized.
 

YM

LVL100 YM
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Dec 5, 2007
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looks like a model texture to me, does it say model\texturename or rock\texturename (might be nature\texturename) in the texture browser?
 

MrSinistar

L2: Junior Member
Feb 5, 2008
82
6
Originally, it was props_badlands\rockground001 but I just now changed it to nature\rockwall008.
 
Last edited:

MrSinistar

L2: Junior Member
Feb 5, 2008
82
6
It's compiling now...hold on...:) Do you think the *.vmt for my previous texture was the culprit for this glitch?
 

MrSinistar

L2: Junior Member
Feb 5, 2008
82
6
It worked. Thanks Youme for locating the problem! :D
 

YM

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Dec 5, 2007
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No problem, for future reference:
Never use any texture that has model or prop at the front

(rep++)
 

Baysin

L2: Junior Member
Feb 14, 2008
80
15
Yep, I've done the exact same thing before, which caused the same sorts of problems. Couldn't figure out why a wall was lit differently than the wall right next to it, then I realized I'd used two similar textures, only one was a prop texture. Had a friend do the same thing, too. It's easy to do, and it looks fine in Hammer, but it gets lit funky in game.
 

YM

LVL100 YM
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Dec 5, 2007
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Yeah I did it for bloodstained_b1, changed it now though so the next version will be fine :)