Lighting problems with Displacements

Discussion in 'Mapping Questions & Discussion' started by MrSinistar, Feb 25, 2008.

  1. MrSinistar

    MrSinistar L2: Junior Member

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    [​IMG]
    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)

    [​IMG]
    [​IMG]

    Shadows fixed themselves:
    [​IMG]

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

    aa YM LVL100 YM

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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?
     
  3. MrSinistar

    MrSinistar L2: Junior Member

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    Originally, it was props_badlands\rockground001 but I just now changed it to nature\rockwall008.
     
    Last edited: Feb 25, 2008
  4. YM

    aa YM LVL100 YM

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    And does that solve the issue?
     
  5. MrSinistar

    MrSinistar L2: Junior Member

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    It's compiling now...hold on...:) Do you think the *.vmt for my previous texture was the culprit for this glitch?
     
  6. MrSinistar

    MrSinistar L2: Junior Member

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    It worked. Thanks Youme for locating the problem! :D
     
  7. YM

    aa YM LVL100 YM

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

    (rep++)
     
  8. Baysin

    Baysin L2: Junior Member

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    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.
     
  9. YM

    aa YM LVL100 YM

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    Yeah I did it for bloodstained_b1, changed it now though so the next version will be fine :)