Lighting Problems

Discussion in 'Mapping Questions & Discussion' started by Minimus Ambus, Jul 17, 2017.

  1. Minimus Ambus

    Minimus Ambus L2: Junior Member

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    Hello, greetings, and salutations! I have been gone from map making for a while (like 3 months maybe four). Short story short, I wanted to make a quick map edit to get back into the groove, but I'm in a bit of a pickle. The edit I'm making is a Frontline! styled Cp_Orange_v3. The Lighting in the map will need to be overhauled in general, but the spawn rooms pose a bit of a challenge. Along the wall in the spawn is a wartable prop to look like a screen or something; I dunno, it looks cool.
    My problem is the prop is almost completely darkened in-game. In hammer it's well lit, but in game the main table looks terrible (see screenshots below), any help would be appreciated.

    P.S I included the map if anyone wants to tinker around and figure this out themselves.
     

    Attached Files:

  2. Idolon

    aa Idolon the worst admin

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    Props, by default, are lit from their origin (indicated by a red/green/blue intersection of lines in the 3D view, or a yellow line in the 2D views). Therefore, if you insert a prop into the floor, wall, etc. it will appear to not receive any light.

    This can be fixed in two ways:

    1) Use an info_lighting to tell the engine to light the prop as if it is somewhere else.

    2) Use Expert Compile and add -StaticPropLighting to VRAD's parameters. You can read more about Expert Compile here.

    On an unrelated note, you should remove capital letters from your map's filename. Some servers won't be able to run your map otherwise.
     
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  3. [Rx.] Christian Troy

    [Rx.] Christian Troy L4: Comfortable Member

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    Is there any light inside the building? If so, is there enough? From what I remember of this map the spawn rooms were always dark due to lack of lighting.

    Things always look bright in Hammer because nothing is fully rendered yet. You can see not one thing has a shadow on it yet until it's rendered in the compile process.
     
  4. MOCOLONI

    MOCOLONI L5: Dapper Member

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    cp_orange_x3 has like 2 lights inside both spawns, and it's been this way since cp_orange_x. I myself never noticed this problem in these maps until a couple of years ago, although I didn't keep it in mind when I was developing my own CP_Orange remake. I however wanted to give the spawns more lighting and it seems to have fixed the problem. I'll also point out that I readjusted the props for the lulz (something I usually do), but it's unlikely to help at all since these props weren't inside the ground enough to become darker.
     
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  5. Minimus Ambus

    Minimus Ambus L2: Junior Member

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    Thanks Everyone. Very Appreciative of the help. I'm back into the groove and have an idea for a new map. Thanks for the help, have a wonderful day.
     
  6. [Rx.] Christian Troy

    [Rx.] Christian Troy L4: Comfortable Member

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    Are you saying you are scrapping this map?

    I was gonna post a .vmf of Orangex8 that I made that could have been some help for ya on this and maybe some other stuff you may need. You could copy and paste the light props and lighting in the spawn room's ceilings into your map to light up those spawn rooms. Also the same for the tower. What I did is that I took Orangex3 and Orangex7, then made a new version with stuff from both of those and new ideas from me. Not only that, I actually rebalanced the map for both teams to make it quite a bit more fair for both teams. Also did quite a lot of brush fixing along with correcting textures.

    Let me know if ya still want it! ;)
     
  7. [Rx.] Christian Troy

    [Rx.] Christian Troy L4: Comfortable Member

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    I took a look at the .vmf the Apache posted and that seems to be the problem. There is still only the 2 light entities in the spawn rooms that are a dull yellowish color and badly positioned too. With the spawn rooms being as big as they are on this map, those 2 are not nearly enough. Same for the tower. It has a lot less space but the light entities are the same dull yellowish color and badly positioned.
     
  8. Minimus Ambus

    Minimus Ambus L2: Junior Member

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    Thanks for the offer, but as for right now yeah I'm putting it on the back-burner. Got an idea for a payload map and I'm working on that, but there's some trouble... But I digress, if the map is availible on the workshop or somewhere than I could find it later. Thanks for the offer, I will look into it