Problems with -textureshadows

Discussion in 'Mapping Questions & Discussion' started by TheoF114, Jun 26, 2015.

  1. TheoF114

    TheoF114 L1: Registered

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    I've been trying to compile with -textureshadows but I've run into a problem. VRAD is able to find my custom lights.rad file, but it isn't using any of the forcetextureshadows data inside it. The contents of my custom lights.rad (lights_theo.rad) is:
    and during compile I get the message:
    Using the compile parameters:
    "-lights lights_theo.rad -staticproppolys -textureshadows -both -game $gamedir $path\$file"

    I have lights_theo.rad in common\Team Fortress 2\tf

    Can anyone help out? Thanks
     
  2. henke37

    aa henke37

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    You do know that the file does two things right? Both defining materials that emit light and setting texture shadows. Note that the notice in the compile log only speaks of one of them. The one that you aren't using. As such your conclusion is likely based on a faulty interpretation of the evidence.
     
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  3. TheoF114

    TheoF114 L1: Registered

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    OK, thanks for explaining what the compile log means, but shouldn't my props be casting more detailed shadows now?

    [​IMG]
     
  4. henke37

    aa henke37

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    What's the lightmap scale on that surface? It is rather coarse by default.
     
  5. iiboharz

    aa iiboharz Meme Queen

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    I remember YM was having the same issue, I think it's something to do with the texture.
     
  6. YM

    aa YM LVL100 YM

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    Henke: don't be rude.

    It's definitely specific to those props, I was having the same issue. The lights.rad correctly forces some props to use textureshadows but not this specific set of props. I don't know why. I thought it might be because the mesh is double sided, but it's not.
     
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  7. TheoF114

    TheoF114 L1: Registered

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    Update/Sort of fix:

    So -textureshadows works fine with the doomsday versions of these props but not with the coalmines version, no clue why.

    [​IMG]
     
  8. YM

    aa YM LVL100 YM

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    Oh sorry, that's what I meant by the specific group of props, the coalmine versions, should have said that.

    If you're willing to thoroughly investigate, please do, but for now I'd recommend making do with the doomsday ones, since it seems to be just the colamine props.
     
  9. tyler

    aa tyler snail prince, master of a ruined tower

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    What's the difference between them other than that? Maybe the Doomsday ones are fixes or something?
     
  10. EArkham

    aa EArkham Necromancer

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    The chickenwire texture is different. The VTFs are the same (though the actual VTF refrenced in the doomsday props is the metal/chickenwire001 one, while the VTF for the coalmines one is located in props_coalmines/ -- they're identical vtfs just in different locations).

    The VMT however for the coalmines version includes some differences:

    Code:
    	"%compilepassbullets" 1
    	"$surfaceprop" "chainlink" (this is "metal" in doomsday)
    	"$nodecal" 1
    	"$nocull" 1
    The coalmines prop has mesh work for the wireframe only facing one side, while the doomsday one has mesh work for both sides and no $nocull in the vmt. I can't confirm with 100% certainity because it seems like content inside the gcf is taking precedence when I try to make a new chicken_wire.vmt in materials/models/props_coalmines.

    [EDIT] I'm not right about $nocull as I tested it with a custom prop that uses $nocull and it rendered shadows perfectly fine. Give me a few, and I'll test $nodecal

    [EDIT2] Welp, I can't figure it out -- I copied everything from the vmt, and it doesn't appear to matter on my custom prop -- as long as I don't change $basetexture, it loads up the vtf and correctly and works out the texture shadows. So maybe the VTF is different somehow? They look identical when I open them both up, same file size, too... hrm, how curious.

    Also, the doomsday fences are less than 1/2 the polycount of the coalmines ones! So it seems like using the doomsday ones is preferable for more than just the chickenwire issue.
     
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    Last edited: Jun 26, 2015
  11. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Sounds like coalmines version is bugged. That is just strange.
     
  12. tyler

    aa tyler snail prince, master of a ruined tower

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    Good work, thank you! The last bit about polycount reminded me that the coalmines rocks also have high polycounts, and as I remember, no LOD models, so I wonder if that's just indicative of whoever was making all those assets.
     
  13. YM

    aa YM LVL100 YM

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    Given the vmt parameters there, if it's any of them, it'll be the %compilepassbullets
    Other things have nocull and work fine. Can't imagine $nodecal and $surfaceprop have any effect on it.
     
  14. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    The VTFs aren't 100% identical. The metal/chickenwire001 version has SRGB checked while the other one does not. Does that have any impact at all?
     
  15. EArkham

    aa EArkham Necromancer

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    Maybe! I tried to swap out the VTFs at one point, but it seems to default to GCF content over local/custom so I kinda stopped caring, heh. I guess I could test it by compiling two test props, one that uses the coalmines vtf and the other using the doomsday one.

    Occupied with other projects at the moment, but I'll report back if I end up doing that.
     
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