#Shadows

1 messages · Page 1 of 1 (latest)

twin talon
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Props come up shadowy

thin hatch
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wym?

earnest grove
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I don't see anything wrong with this image lol

thin hatch
twin talon
thin hatch
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then

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idk

twin talon
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Well this is a name/fix for this.. hopefully someone knows.

thin hatch
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oh

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you mean that it become pitch black

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you could increase -bounce

twin talon
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On the light entity?

thin hatch
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nah

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in the compile settigns

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pretty sure the models use different lighting properties so i wouldn't how to fix that

earnest grove
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Alright I see what you mean now

thin hatch
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@earnest grove Would this work situation? Enable Local Light Shadows

earnest grove
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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

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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.

thin hatch
twin talon
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Like that?

earnest grove
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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.

thin hatch
earnest grove
# twin talon Like that?

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

twin talon
thin hatch
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wym?

twin talon
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I put it in and ran it and the props are still black

thin hatch
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what

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lemme see

twin talon
twin talon
earnest grove
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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

thin hatch
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But @earnest grove wouldnt this setting help?

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In Shadow_Control
Enable Local Light Shadows

earnest grove
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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

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It's not related to the baked lighting

twin talon
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Still coming out like this after putting that command into light exe

thin hatch
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But we are worried about the lighting on the model tho

twin talon
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Let's have a look at this tomorrow. It's late and I got school in the morning. Goodnight.

earnest grove
thin hatch
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to somehow to make help a little

earnest grove
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honestly?

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maybe

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I don't know, I've usually been more heavy handed with lighting

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so in this case I would tend to go to manually correcting it with the info_lighting

thin hatch
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Im saying -bounce could help a little

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Yea i get it

earnest grove
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and I'm not disagreeing

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worth a try

thin hatch
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true

earnest grove
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I've genuinely never used the bounce flag

mossy widget
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The room is also just genuinely dark, increasing the brightness of your light sources might also help.

earnest grove
twin talon
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Same results

earnest grove
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move the info lighting then
also if you are still compiling with the flag I mentioned above, it may override the desired behavior

twin talon
earnest grove
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You can remove the flag or turn off "allow vertex lighting" on those props

twin talon
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and all static props are assigned

earnest grove
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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

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Alternatively, you could try lightboxing them

earnest grove
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to emulate your desired received ambient light

twin talon
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Increased and decreased brightness. no result

earnest grove
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Then I suppose things are not working as expected.

twin talon
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Let me try move the light back out to the centre while its bright

earnest grove
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Alright

twin talon
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Let me try move the prop around

earnest grove
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at this point I'd have just gone "well, fuck it" and lightboxxed the whole corridor's props then moved on

twin talon
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Wait did you mean assign info light top the pipes prop or light prop? I did the light prop

earnest grove
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the props that aren't lighting properly

twin talon
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ye hmm

earnest grove
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hmm indeed

twin talon
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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.

earnest grove
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乁⁠|⁠ ⁠・⁠ ⁠〰⁠ ⁠・⁠ ⁠|⁠ㄏ

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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

thin hatch
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why not just change the focus setting in the light properties

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or the 50 percent falloff distance

twin talon
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I'm clicking alt e on it

earnest grove
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It's because you're in solids mode

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switch to groups

thin hatch
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Yea

twin talon
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thx

twin talon
thin hatch
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50 percent fall off distance can help, but it will create light bleed issues

twin talon
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Ah it seems the pyramid wouldn't load after I restarted hammer so it got removed

earnest grove
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so the best you can do for this is turn down the tone maps using an env_tonemap_controller

twin talon
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Ah yeah thanks

earnest grove
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use a logic auto to send it an onmapspawn -> setbloomscale -> (decimal variable)

twin talon
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And the pyramid. do you know how to make it so i can have a realistic one/ a fix ?

earnest grove
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I haven't read that far, one sec

earnest grove
twin talon
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how else would i make a pyramid hollow unless using clipping tool loads which would be aids

earnest grove
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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

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That is, assuming it can only be seen from the inside

twin talon
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ye

earnest grove
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four cuts otherwise

twin talon
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yeah i guess cool yeah thanks

earnest grove
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but the clipping tool is your friend

twin talon
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woo hoo! i love the clipping tool!!

earnest grove
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It's good at making clean bisections, it's pretty useful

twin talon
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ah well i can't make it my brain can't seem to process how to do it

earnest grove
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Just make a brush the size of the pyramid you want, then

  1. 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

  2. delete all but one of the resulting brushes so from the top view you have what looks like an isosceles triangle

  3. 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

  4. duplicate the brush and rotate it 180 degrees, place it so the peaks of the pyramid meet

  5. Duplicate both and rotate them 90 degrees together, center them at the peaks as well

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it would be easier to show you but I'm not somewhere I can do that right now

twin talon
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Don't bully me lmao

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Anyways my eyes are falling out of my skull, i'm going to call it a day. tysm for all the help

earnest grove
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Not totally sure how you got that result but it's not exactly what I was going for

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If I am reading the viewports right, no not like that

thin hatch
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wait

thin hatch
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what are you trying to make?

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exactly?

earnest grove
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just an inverted pyramid but I'm trying to teach him how to use clip to do it

thin hatch
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A glass pryamid?

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Thats all?

earnest grove
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why not

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yes

twin talon
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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

earnest grove
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Okay something

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That the clip tool doesn't make obvious if you don't already know

thin hatch
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How big is the area you're trying to cover?

earnest grove
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If you click the clip tool icon multiple times

twin talon
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yes I know that different ways of clipping

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or just splitting a brush up

earnest grove
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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

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I usually just use the bisect mode that keeps both sides and delete manually what I don't want to include

twin talon
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Ah i see

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yeah good way of using it, wont make mistakes as easy i guess?

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or more flexible

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having multiple brushes to try out new designs

earnest grove
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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

twin talon
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which is irrelevant if you know what your doing

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ah i see

thin hatch
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are you trying to do this?

earnest grove
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Yes he is

twin talon
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yes

thin hatch
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Do this first

earnest grove
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Step 1

twin talon
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my brain is fried, i'm after an irish and english 2 hour long mock paper today

thin hatch
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Then select this

earnest grove
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isn't Irish just English when whiskey?

twin talon
twin talon
thin hatch
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and raise it

twin talon
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I can't say I know how to use vertex tool

thin hatch
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First Cut

earnest grove
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now how am I supposed to teach him to use clip if he's just got to vertex manipulate it

twin talon
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but yeah that seems easy enough

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o giess

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waot

earnest grove
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you fiend

twin talon
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hmmm maybe

thin hatch
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Second Cut

twin talon
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this is frying my brain more than technical graphics in school

thin hatch
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Shift+V and Selet the middle square

earnest grove
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It would take like 5 seconds to show you in a video

twin talon
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yes i bet xd

earnest grove
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And if by the time I get out of transit it still hasn't clicked, I'll do that

twin talon
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right lol

earnest grove
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but both of these methods will be nothing to you once you get used to the tools

thin hatch
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using the front or side layout
use the up arrow, to move it up

earnest grove
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it's definitely not rocket surgery

thin hatch
twin talon
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it FEELS like the whole hammer editor is rocket science

thin hatch
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Nah

earnest grove
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It's just not like

thin hatch
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it just complex trying to use it in a modern sense

twin talon
earnest grove
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outgoingly user friendly?

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But it's pretty simple overall

twin talon
thin hatch
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Did it work?

twin talon
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what??

thin hatch
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The step by step

twin talon
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oh the vertex tool thing?

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but i'm tired

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but i want to learn

thin hatch
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just take like 5 seconds

twin talon
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but i'm tired

earnest grove
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did you ever uh

figure out the shadows?

thin hatch
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True

twin talon
earnest grove
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h

thin hatch
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lol

twin talon
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lmao

thin hatch
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Gmod do be not userfriendly

twin talon
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no it is, just not me friendly cause im dumb lol

earnest grove
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not at all what u mean

thin hatch
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It was designed for the community not designed for user friendliness

earnest grove
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I think it's generous to refer to gmod's content workflow as "designed"

thin hatch
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true I did take it in a wrong context

earnest grove
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it's just a Hodge Podge of shit superglued together

twin talon
thin hatch
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But GMOD just be for be commnunity to make mods for

twin talon
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OMG why won

thin hatch
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?

twin talon
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the link work*

thin hatch
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The link don't work

earnest grove
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I think you're not including the full workshop id

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4 numbers seems awfully short

twin talon
snow geyserBOT
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Game

Garry's Mod

Tags

Addon, map, Roleplay, Realism

Description

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...

#
Game

Garry's Mod

Tags

Addon, map, Roleplay, Realism

Description

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...

twin talon
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Oh the server has a stupid bot, it was breaking it

thin hatch
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Looks pretty easy to do, just require massive of free time to do the layout and detailing

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But one thing is pretty hard to do, is making each city building a model.. a full fledge model

twin talon
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Is it not just squares scaled up?

earnest grove
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Oh yeah this guy posts on another forum I frequent

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Took him 2 years

twin talon
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Like for the skybox?

earnest grove
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Very nicely made map

thin hatch
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Like fully fledge

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all of the buildings

twin talon
thin hatch
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@earnest grove Do you have it?

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I want to see it

twin talon
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like brushes

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hammer

thin hatch
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But making models for city buildings

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is harder to do

twin talon
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But why do you need models

thin hatch
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Accuracy

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and better flexibility

twin talon
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How I see it: Go straight in and erect a bunch of squares and rectangles till you have an empire

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oh and don't forget to apply a city building texture!

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anyways goodnight

thin hatch
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Night

earnest grove
earnest grove
earnest grove
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just scroll through his post history and you can see a progression of it all going backward in time

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Oh. I guess it was longer than 2 years.

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I will never have that kind of commitment to a project, that's incredible.

twin talon
twin talon
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Acc forget it got a simpler design

earnest grove
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hell naw no way

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@twin talon this shows both methods described here in under a minute, it's very simple

earnest grove
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!

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however

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I see a problem with this

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your pyramid brushes are not fully enclosed

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and transparent textures don't seal against leaks

twin talon
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and it covers for leaks

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also btw how to fix this silly dark spot under desk

earnest grove
twin talon
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I don't think so no

earnest grove
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you need it to be fully enclosed

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also, has this area been connected to your corridor with the red lights the whole time?

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because if there are leaks, your lighting isn't going to compile properly either

twin talon
earnest grove
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first just try sealing the top of the pyramid with another skybox brush

twin talon
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That is how it is now

earnest grove
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should work

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transparent textures, like glass, don't seal; so the pyramid brushes themselves wouldn't seal in that setup

twin talon
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Okay lets test it

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Well its sealed

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still the same

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Or is it suppose to look like that

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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?

twin talon
earnest grove
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that's bounding boxes I think

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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

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hotkey reference says it's the i key

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🤷‍♂️

twin talon
earnest grove
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glasswindowbreak070a?

twin talon
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ye but all textures are giving off the same

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all glass textures *

earnest grove
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may I take a look directly at the vmf

twin talon
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@earnest grove

earnest grove
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css content?

twin talon
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yeah

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and some customer tophatwaffle textures

earnest grove
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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

twin talon
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ah right do i need to leave the map alone cause ur making updates so anything i do wont save

twin talon
earnest grove
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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

earnest grove
twin talon
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Ah okay

earnest grove
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alright whatever, I'll just use the gmod hammer for now, same difference

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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.

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I'm going to try compiling it and see what the compiler spits out.

twin talon
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Okay

earnest grove
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I have a question here

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you have a lot of lights with names on them

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such as the red lights in the corridor

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do you intend for these lights to toggle on/off at any point, or is it just habitual that you've given them names?

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I can see that you have the ones in the little meeting room bound to a switch, so that makes sense on its own

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@twin talon

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alright well, whatever your intentions are, I do need to explain a fundamental limitation and behavior of source's lighting

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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

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this causes two things to happen

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  1. 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
  2. it compiles the lighting, and lighting that it interacts with, in both possible states for the light; on or off.
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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

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but if you have them named lights 1 through 50, each light is considered to be an independent state

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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

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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

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so you've now created four light states with just two uniquely named lights

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so if you intend to switch groups of lights on or off together, give them all the same name

twin talon
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Just the meeting room ones

earnest grove
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that simplifies life

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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

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  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

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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.

twin talon
earnest grove
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That's fine. Just look at the one I sent you, I only did it for illustrative purposes for you to learn from

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not to do your job for you

twin talon
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Oh cool, thanks // I will take a look

earnest grove
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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.

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I don't know how that picture is so goddamn compressed, jesus christ

twin talon
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Cool thanks so much for all this

earnest grove
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last thing, worth knowing

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I compiled the corridor in the screenshot above with -staticproppolys, I recommend generally always using this flag when you're working on your lighting.

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especially for these pipe props, where their collision mesh is just two or three big boxes around the pipes

twin talon
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Ah okay good to know

twin talon
twin talon
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Its not leaks lol

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I sealed the map i believe

earnest grove
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always validate in your compiler

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and if you are having trouble finding them, load your pointfile

twin talon
earnest grove
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those are physics props

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I don't think they support static

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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

twin talon
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ty

twin talon
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Still need to fix the bloom on the lighting

earnest grove
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just toss in a logic_auto and an env_tonemap_controller, send "onmapspawn -> your tonemap controller -> setbloomscale 0.15"

thin hatch
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What did I wake up too

twin talon
earnest grove
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what do you mean they won't load?

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they aren't connecting?

twin talon
earnest grove
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I can't tell anything from that screenshot

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could you turn on mat_fullbright

thin hatch
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What are the nodes for?

twin talon
thin hatch
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They don't use nav meshes?

twin talon
twin talon
thin hatch
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Does the nodes have rules that you have to follow to make it work?

earnest grove
# twin talon

try placing them above the ground a little, put a couple intermediary nodes between them, and be more generous on the stairs

twin talon