Prop_static + lighting

Discussion in 'Mapping Questions & Discussion' started by DucatiBon, Feb 1, 2009.

  1. DucatiBon

    DucatiBon L2: Junior Member

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    Let me know if me making these threads are getting to much, iv done searches and stuff but i keep running in to problems that seem like they should be happening

    Why are the props in these particular area so dark/almost black
    if they are moved out from under the thing above it, its better

    Is it something to do with my light_environment / Ambient settings?

    they have a cast over it from the environment, but i also placed light all around it. and no matter where i put a "light" they are still dark!
    iv put a light right in front of it, behind it above it, everything else is getting lit but not the props!

    Iv tried "enable shadows" that didn't work.

    [​IMG]
     
  2. TMP

    aa TMP Abuser of Site Rules

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    The prop's origins are probably located inside of something else.

    There are two things you can do. 1. Search for some fancy compiling methods to do by-vertex, or 2. place an info_lighting near the are and reference that as the origin of lighting in the prop_static.
     
  3. DucatiBon

    DucatiBon L2: Junior Member

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    GOD DAMN IT, this is pissing me off, so i found a leak...in my skybox so i fixed it thinking that might be it,....NOW my compile for testing went from 40 seconds to stopping at 12 minuets and freezing after that time... and all i did was close the sky box


    and as for "inside somthing" my map is pretty empty so i can see anything/everything on it, and its not in anything...one think to note tho, it is UNDER a displacement...... could that be it?
     
    Last edited: Feb 1, 2009
  4. TMP

    aa TMP Abuser of Site Rules

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    Yeah, a leak makes one of the instances not happen (vvis I think?). Anyways, it does increase the compile time, but it is all for the better! The map will have better fps and look much better, as well as the lighting will work.
     
  5. DucatiBon

    DucatiBon L2: Junior Member

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    well i re did it, after fixing the leak....props not fixed....and my fps went from normal to now 9..

    This is getting to frustrating.
    I purposely create a leak in the skybox, I get excellent fps, I close it i get 12-9 frames and a 6 minuet load time in tf2
    I think I'm done with this. hammer is way to primitive to not compensate for user mistakes, or mistakes of its own.
     
    Last edited: Feb 1, 2009
  6. TMP

    aa TMP Abuser of Site Rules

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    The fact it's faster with a leak.. is very.. very strange.

    W/o a leak, it decides to render only visleafs visible from said point. With a leak, it renders the entire map.

    Since the leak didn't fix it, follow what I said up there.

    Or if you just stop hammering, go ahead.
     
  7. DucatiBon

    DucatiBon L2: Junior Member

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    Well I got rid if 2 of my "light" entities...and i don't lag anymore...
    I re added them, didn't change a thing...now its working fine and the props are lighting fine too GAH!!1ELEVEN
     
    Last edited: Feb 1, 2009
  8. TMP

    aa TMP Abuser of Site Rules

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    Were the lights named? Because that renders more than one lightmap per each, and then they get bounced due to the long compiles.

    Hammer and source tend to act up sometimes, but you get used to it. Glad to know that fixed it for you.