Slight lighting problem

Discussion in 'Mapping Questions & Discussion' started by Zephyr, Sep 9, 2008.

  1. Zephyr

    Zephyr L1: Registered

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    Hey everyone, I'm working on texturing and lighting my map ctp_epsilon, and I've run into a slight problem. Sometimes as I go about the map (in-game) the textures suddenly go black, then when I look somewhere else they jump to bright, it's mainly as I walk through open areaportals I realize everything looks dark, then as I pass through it all brightens up really abruptly.

    Any tips on how to fix that?

    Also, I'm using some tile/ textures for my floors and they're extremely overly shiny, not only that, but the shine is the same image overlayed onto it from anywhere in the map, it's not properly reflecting things, do I need a seperate cubemap just for them? Thanks
     
  2. Altaco

    Altaco L7: Fancy Member

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    It's either an HDR thing, or you're using model textures.

    Make sure the textures you're using don't start with models/ or props/.

    You can go into the texture browser, check the "only used textures" box, and then enter "model" into the filter box.
     
  3. Zephyr

    Zephyr L1: Registered

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    That's it, thanks, is there any way to use these textures without that problem? I'd like to keep the textures that I'm using.

    Edit: I found suitable replacements, is there any way to find all of the instances of a texture in a map?
     
    Last edited: Sep 10, 2008
  4. toutfou

    toutfou L3: Member

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    Check out the 'Replace' button in the texture application tool, that should do what you're after.
     
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    prop materials actually look ok ingame, I don't know if there is anything technically wrong with using them, but they render fine, since props are/can be lit the same way as world brushes.
     
  6. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    You don't use model textures (i.e. VertexLitGeneric) on world brushes, because they're not lightmapped, instead they're uniformly lit from a point. With models, that point is the model origin; with world brushes, that point is where the player is standing, so brushes will go light and dark as the player moves in and out of shadow.
     
  7. Zephyr

    Zephyr L1: Registered

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    Thanks I got it all fixed, one more thing,

    I'm using some tile/ textures for my floors and they're extremely overly shiny, not only that, but the shine is the same image overlayed onto it from anywhere in the map, it's not properly reflecting things, do I need a seperate cubemap just for them? Thanks!
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Was there a leak in your map? Check it, sometimes that causes the cubemaps to just reflect the empty skybox.

    The fact that your tiles are shiney leads me to believe you're using a HL2 texture. Type in "TF" into the keywords filter to show a list of only TF2 textures and try using them. There are a few tile texture you might find as suitable replacements for what you have (that will negate this problem of yours). TF2 textures generally don't have (or require) reflections due to the games lighting features and the games thematic style unwarrants such realistic-ness.