#Shadows
1 messages · Page 1 of 1 (latest)
wym?
I don't see anything wrong with this image lol
If you're using the Flashlight then you gonna get those kind of shadows
I have to use flashlight to light it up, if you look further down the hallway its pitch black like nothing is there
On the light entity?
nah
in the compile settigns
pretty sure the models use different lighting properties so i wouldn't how to fix that
Alright I see what you mean now
so in this case you have two options, the easier but not necessarily better of the two is to calculate lighting on your static props using the -staticproplighting flag in vrad, which calculates the lighting per-vertex received by your static props
By default, the lighting is calculated as it is received on the prop's origin, so in your case here the origin of your prop is in the dark and therefore lights the whole prop like it's in the dark.
oh you mean... that thing where they don't smooth each poligon, but gives lighting info
Like that?
the other option is to assign an info_lighting to your static prop, and then move it somewhere better lit in the corridor, or even to an entirely separate space with more controlled lighting (called light-boxing). The problem with that is it will still affect the lighting across the whole prop, so you may get the inverse problem where parts in the dark adopt light from the lit areas.
yea
it's been a while since I've used anything but vbct or compile pal so I'm actually going to have to go validate myself
Does it work automatically?
wym?
I put it in and ran it and the props are still black
Thanks for the detailed responses too, appreciate your time.
Thanks too for helping
it should work with the default prop static settings in the Gmod fgd unless you deliberately change the key value that allows vertex lighting to not allow it
But @earnest grove wouldnt this setting help?
In Shadow_Control
Enable Local Light Shadows
What Enable Local Light Shadows does is make it so that the angle of the render to texture shadows isn't globally defined, but rather takes an angle relative to the nearest light source
It's not related to the baked lighting
Still coming out like this after putting that command into light exe
But we are worried about the lighting on the model tho
Let's have a look at this tomorrow. It's late and I got school in the morning. Goodnight.
It's a static prop so it uses the baked lighting system to sample lighting and cast shadows
Night
So? could you increase -bounce
to somehow to make help a little
honestly?
maybe
I don't know, I've usually been more heavy handed with lighting
so in this case I would tend to go to manually correcting it with the info_lighting
true
I've genuinely never used the bounce flag
The room is also just genuinely dark, increasing the brightness of your light sources might also help.
Also true but I figured we'd try some technical tinkering before challenging his desired composition
I've assigned each static prop a info lighting
Same results
move the info lighting then
also if you are still compiling with the flag I mentioned above, it may override the desired behavior
Oh right let me disable it, and I moved the lighting to be more centre
You can remove the flag or turn off "allow vertex lighting" on those props
I turned off vertex lighting and remove that flag
and all static props are assigned
alright, well; assuming everything is working as expected I suppose you're left with the sole option of lowering the contrast of your lighting conditions by either making everything darker or lighter
Alternatively, you could try lightboxing them
Basically, move your info_lighting to an isolated box and light the inside of the box under controlled conditions.
to emulate your desired received ambient light
Increased and decreased brightness. no result
Then I suppose things are not working as expected.
Let me try move the light back out to the centre while its bright
Alright
Let me try move the prop around
at this point I'd have just gone "well, fuck it" and lightboxxed the whole corridor's props then moved on
Wait did you mean assign info light top the pipes prop or light prop? I did the light prop
the props that aren't lighting properly
ye hmm
hmm indeed
I'm going to take a break, and on my break I am going to remember why I stopped using a shitty outdated level design tool.
乁| ・ 〰 ・ |ㄏ
it's not a difficult problem to solve, try lightboxing your info_lighting, that is about the most brute force approach you can take. If that doesn't work, you can be certain it's because something isn't set up right between your static props and their respective info_lighting
why not just change the focus setting in the light properties
or the 50 percent falloff distance
Every time I go to edit this doors properties it makes me reset it so I have to re do it
I'm clicking alt e on it
Yea
thx
what setting to make it not so bloomy? i've turned down brightness
50 percent fall off distance can help, but it will create light bleed issues
This glass pyramid for the ceiling comes out weird ingame, how can i fix that?
Ah it seems the pyramid wouldn't load after I restarted hammer so it got removed
You're on gmod, and for some reason they thought it was a great idea to do this weird bloom boost post process on everything
so the best you can do for this is turn down the tone maps using an env_tonemap_controller
Ah yeah thanks
use a logic auto to send it an onmapspawn -> setbloomscale -> (decimal variable)
Cheers
And the pyramid. do you know how to make it so i can have a realistic one/ a fix ?
I haven't read that far, one sec
If it wouldn't load it was probably an invalid brush. Try to make sure your brushes are fully convex and all of the faces are coplanar.
I don't know what you mean. but when I made it I made a solid pyramid then use hollow tool
how else would i make a pyramid hollow unless using clipping tool loads which would be aids
The clipping tool isn't so bad. In this case you could accomplish what you want with three planar cuts then just duplicate and rotate the brush
That is, assuming it can only be seen from the inside
ye
four cuts otherwise
yeah i guess cool yeah thanks
but the clipping tool is your friend
woo hoo! i love the clipping tool!!
It's good at making clean bisections, it's pretty useful
Just make a brush the size of the pyramid you want, then
-
clip it two times from the top view, right in the middle, corner to corner so you have a 45 degree X crossing your brush
-
delete all but one of the resulting brushes so from the top view you have what looks like an isosceles triangle
-
From the side, clip from the corner touching the edge of your window up to the corner where the peak of your inverted pyramid should be
-
duplicate the brush and rotate it 180 degrees, place it so the peaks of the pyramid meet
-
Duplicate both and rotate them 90 degrees together, center them at the peaks as well
it would be easier to show you but I'm not somewhere I can do that right now
Like that for part 3? or wym
Don't bully me lmao
Anyways my eyes are falling out of my skull, i'm going to call it a day. tysm for all the help
Not totally sure how you got that result but it's not exactly what I was going for
If I am reading the viewports right, no not like that
wait

This
just an inverted pyramid but I'm trying to teach him how to use clip to do it
Is it that i don't know how to use clip tool or that it's more of a common sense thing that i can't seem to process
How big is the area you're trying to cover?
If you click the clip tool icon multiple times
Alright just making sure because I can see how clip would be annoying if you're always trying to guess which side would be cut off
I usually just use the bisect mode that keeps both sides and delete manually what I don't want to include
Ah i see
yeah good way of using it, wont make mistakes as easy i guess?
or more flexible
having multiple brushes to try out new designs
I don't know I just find fucking around with whichever side is excluded annoying so I just use it as an all-inclusive method
are you trying to do this?
Yes he is
yes
Step 1
my brain is fried, i'm after an irish and english 2 hour long mock paper today
Then select this
isn't Irish just English when whiskey?
I don't speak fluent french
🙉🙈🙊
and raise it
I can't say I know how to use vertex tool
First Cut
now how am I supposed to teach him to use clip if he's just got to vertex manipulate it
you fiend
hmmm maybe
Second Cut
this is frying my brain more than technical graphics in school
Shift+V and Selet the middle square
It would take like 5 seconds to show you in a video
yes i bet xd
And if by the time I get out of transit it still hasn't clicked, I'll do that
right lol
but both of these methods will be nothing to you once you get used to the tools
using the front or side layout
use the up arrow, to move it up
it's definitely not rocket surgery
Bam
it FEELS like the whole hammer editor is rocket science
Nah
It's just not like
it just complex trying to use it in a modern sense
thanks! i can't even use clipping tool properly XD
Yeah it definitely gets easier the more you learn, I've noticed that
Did it work?
what??
The step by step
just take like 5 seconds
but i'm tired
did you ever uh
figure out the shadows?
True
no XD
h
lol
lmao
Gmod do be not userfriendly
no it is, just not me friendly cause im dumb lol
not at all what u mean
It was designed for the community not designed for user friendliness
I think it's generous to refer to gmod's content workflow as "designed"
true I did take it in a wrong context
it's just a Hodge Podge of shit superglued together
https://steamcommunity.com/sharedfiles/filedetails/?id=2925
Someday, I'll be like him 🤓
But GMOD just be for be commnunity to make mods for
?
the link work*
The link don't work
https://steamcommunity.com/sharedfiles/filedetails/?id=2925489145
Someday, I'll be like him 🤓
Garry's Mod
Addon, map, Roleplay, Realism
NYCity is an ambitious roleplay map set in a gritty Y2K-era New York City. The map features 2 cities: a miniature version of Manhattan, and Union City, which are connected by a bridge and a subway system. [img]https://i.imgur.com/jPDV1Iw.png[/img] [url=https://i.imgur.com/CnF5GK8.jpg] Map of NYCity [/url] [url=https://drive.google.com/file/d/14IZzfZg4HMCx9wtFGzo12Psk64mySqFF/view] Basic Navmesh for Nextbots [/url] (Put this in your garrysmod/maps folder) [url=https://steamcommu...
Garry's Mod
Addon, map, Roleplay, Realism
NYCity is an ambitious roleplay map set in a gritty Y2K-era New York City. The map features 2 cities: a miniature version of Manhattan, and Union City, which are connected by a bridge and a subway system. [img]https://i.imgur.com/jPDV1Iw.png[/img] [url=https://i.imgur.com/CnF5GK8.jpg] Map of NYCity [/url] [url=https://drive.google.com/file/d/14IZzfZg4HMCx9wtFGzo12Psk64mySqFF/view] Basic Navmesh for Nextbots [/url] (Put this in your garrysmod/maps folder) [url=https://steamcommu...
Oh the server has a stupid bot, it was breaking it
Looks pretty easy to do, just require massive of free time to do the layout and detailing
But one thing is pretty hard to do, is making each city building a model.. a full fledge model
Is it not just squares scaled up?
Like for the skybox?
Very nicely made map
Never played on a map so well optimised, was getting 100 fps
But they're not models they're geometry?
like brushes
hammer
Ik
But making models for city buildings
is harder to do
But why do you need models
How I see it: Go straight in and erect a bunch of squares and rectangles till you have an empire
oh and don't forget to apply a city building texture!
anyways goodnight
Night
huh? it's just a gmod addon, you can play it
depends on your point of view. models in source don't have lightmaps
no this
just scroll through his post history and you can see a progression of it all going backward in time
Oh. I guess it was longer than 2 years.
I will never have that kind of commitment to a project, that's incredible.
it won't work lol
Acc forget it got a simpler design
hell naw no way
@twin talon this shows both methods described here in under a minute, it's very simple
tysm
!
however
I see a problem with this
your pyramid brushes are not fully enclosed
and transparent textures don't seal against leaks
I have a skybox around it so you can see the sky
and it covers for leaks
also btw how to fix this silly dark spot under desk
lol
are there any brushes hidden here?
you need it to be fully enclosed
also, has this area been connected to your corridor with the red lights the whole time?
because if there are leaks, your lighting isn't going to compile properly either
Explains my lighting issues. Should I drag a whole box around the map and see if my list of issues im about to post is fixed?
first just try sealing the top of the pyramid with another skybox brush
yeah
That is how it is now
should work
transparent textures, like glass, don't seal; so the pyramid brushes themselves wouldn't seal in that setup
Okay lets test it
Well its sealed
still the same
Or is it suppose to look like that
I put a skybox around the whole map and i fixed some lighting issues, I assume the pyramid is gonna look like this? How can I add a frame?
I'm after clicking a button and can't revert, how to get rid of red lines?
that's bounding boxes I think
I don't remember, I thought it was I or O or P but it doesn't seem to make a difference on my end
hotkey reference says it's the i key
🤷♂️
Ah yeah I see thanks, and I've dropped the pyramid idea. But thanks for showing me how to use clipping tool better.
what texture were you using?
glasswindowbreak070a?
may I take a look directly at the vmf
css content?
alright, excuse me a moment; for some reason css content isn't mounting so I'm going to go dick around with hammer for a bit
ah right do i need to leave the map alone cause ur making updates so anything i do wont save
There's CSS and TopHatWaffle RealWorld textures in there too
you can do whatever you like to the map, I'm just going to see if I can figure out whatever else is going on with the version you've sent me
but even the obvious css ones aren't working, when they should be since I have it installed and mounted, so I'm going to look into this first
Ah okay
alright whatever, I'll just use the gmod hammer for now, same difference
I can see why things might be getting a little mixed up here but so far, other than this open hole at the end of one of the hallways, I don't see anything the compiler shouldn't technically be able to deal with.
I'm going to try compiling it and see what the compiler spits out.
Okay
I have a question here
you have a lot of lights with names on them
such as the red lights in the corridor
do you intend for these lights to toggle on/off at any point, or is it just habitual that you've given them names?
I can see that you have the ones in the little meeting room bound to a switch, so that makes sense on its own
@twin talon
alright well, whatever your intentions are, I do need to explain a fundamental limitation and behavior of source's lighting
whenever you give a light entity a name, the lighting compiler sees that and anticipates that you want to be able to switch the light on or off
this causes two things to happen
- it reduces the amount of bounces made for that light entity, which reduces the overall apparent brightness and quality of the light produced by the entity
- it compiles the lighting, and lighting that it interacts with, in both possible states for the light; on or off.
it considers one name to be one group of states, so if you have 50 lights all with the same name, it will consider them all to be turned on or off at the same time, which is fine
but if you have them named lights 1 through 50, each light is considered to be an independent state
and source's baked lighting has a relatively low ceiling of light states that can be stored per face, it's like 4 or 6 or something
so if you have two lights in the same room interacting with one another, named light 1 and 2, the compiler now produces these states (0 = off, 1 = on)
00
11
10
01
so you've now created four light states with just two uniquely named lights
so if you intend to switch groups of lights on or off together, give them all the same name
Ah the lights in that corridor named red lights aren't supposed to be named
Just the meeting room ones
that simplifies life
alright so I'm not going to go over every little thing I did, but I'll tell you which made big differences and what mistakes you had that were preventing things from working
-
First and foremost, leaks. When you compile a map, it must be sealed. The compilers simply cannot do their job properly without a contained volume to work inside of.
-
It is important to know that brushes whose faces have a transparent texture on one side will not seal the map, and they will permit leaks.
-
Keep an eye on your light states. Group light states by common names and understand that lights with multiple states will produce truncated, lower quality lighting that might not light how you expect them to.
-
In the worst case scenario, lightboxing is your friend. You'll see in the vmf I send back that I've lightboxxed your pipes to create a controlled setting for lighting the prop's info_lighting, and that has helped the prop's lighting.
-
Your "missing window" was just a very translucent texture without good lighting on it. In the vmf you'll see I've added a supplementary light to help illuminate the window surfaces.
-
Your corridor was darkly lit, so I turned the lighting into two parts: The first part is having small, bright, low radius lights right near your light source. This has just become an accent effect that shows off that your lights are, well emitting light. The second part was duplicating your lights and moving them out a bit, giving the resulting copies a larger radius, and dimming them a lot. This gives a lower, more pervasive "ambient" light that helps give the negative space some values to work with beyond absolute darkness.
You're also going to want to work on reducing the amount of overlapping brushes you have. For example; here you can see weird lighting. This is because of strange cuts being made on your faces by intersecting brushes. The compiler does the best it can to cull and cut things that intersect and overlap, but when you can, try to help lighten the compiler's job a bit.
I just added a whole new part to the map -
That's fine. Just look at the one I sent you, I only did it for illustrative purposes for you to learn from
not to do your job for you
Oh cool, thanks // I will take a look
here's your pipes now, with the lightboxing and proper light bouncing in the hallway from removing the light names. You might want to change the settings from how I've got them, I just did it quickly to show the difference in approach.
I don't know how that picture is so goddamn compressed, jesus christ
Cool thanks so much for all this
last thing, worth knowing
I compiled the corridor in the screenshot above with -staticproppolys, I recommend generally always using this flag when you're working on your lighting.
especially for these pipe props, where their collision mesh is just two or three big boxes around the pipes
Ah okay good to know
I'll work on some fixes then. and I was having an issue with props not loading in, theyre prop statics and they can be prop statics, but wont load it
always validate in your compiler
and if you are having trouble finding them, load your pointfile
Done and done, fixed the leaks and these props still wont load in
those are physics props
I don't think they support static
if you really want them to act static, disable their motion or set them to prop_dynamic_override, but if it's static lighting you're after I think you're SoL
ty
Loving how this room is coming out
Still need to fix the bloom on the lighting
just toss in a logic_auto and an env_tonemap_controller, send "onmapspawn -> your tonemap controller -> setbloomscale 0.15"
What did I wake up too
The nodes down here won't load, I've checked for leaks, and the compile log is fine.
What are the nodes for?
NPCs
They don't use nav meshes?
SNPCs and NPCs use ground nodes, NextBots and other bases like DrgBase or CPTBase use navmeshes
Does the nodes have rules that you have to follow to make it work?
try placing them above the ground a little, put a couple intermediary nodes between them, and be more generous on the stairs
Just put em near eachother