#Weird light: brushes don't wanna be illuminated while models do

1 messages · Page 1 of 1 (latest)

south wyvern
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The lights selected have brightness set to 4000

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@west wharf I'm gonna get the brightness back to 4000 (I wanted to make sure 10'000 makes difference) and send the map

analog reef
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Also is that a puzzlemaker export

south wyvern
south wyvern
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It's a different map this time, made from scratch in h++

analog reef
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As i can see on the screenshot it looks right

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Its because of the falloff values, your 50% is really low comparing to the 0% fallodf

south wyvern
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Does this look right?

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the models are illuminated but the walls aren't

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This is the problem

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Here's the map file

analog reef
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Walls are illuminated correctly.

south wyvern
analog reef
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You need to add the cubemaps to the map so they could reflect the actual map and it's lighting

south wyvern
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I see. Does it add a cubemap to the entire map?

west wharf
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no if you have 1 cubemap in a room it'll work for that room so add 1 in every room or more if you want reflaections in glass etc

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just going to look at the vmf a min

south wyvern
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So say there's a closed box and I put an env_cubemap in there. Will the cubemap fully apply to this box and only?

west wharf
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yeah, if the box has different textures you can also pick the surface that those textures reflect

south wyvern
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Don't understand

west wharf
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1 min

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ok so i compiled the vmf, it had a leak an instance box dropper in the void so i placed a cordon around the map and is this how its meant to look

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i'm missing some textures but thats ok

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your water brushes are made wrong all the faces should be nodraw except the top one that has the water texture on it

south wyvern
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I really rushed those stuffs just to make the sizes the same

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But that's how it looks like, yeah

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Speaking of rushed, I haven't even placed the triggers that make the goop actually goop

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Anyway, now that I'm here: is that where it leaks?

west wharf
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heres the vmf i fixed the water and added env_cubemaps for you

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its the dropperbox outside the level

south wyvern
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Where's the line start?

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I think because I have beemod installed it somehow "deals" with the leaks or something?

west wharf
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its be from the func_instance entity

south wyvern
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Can you show me or did you close hammer already?

south wyvern
west wharf
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the whole thing is part of the func_instance if you build a room around it it'll not leak

south wyvern
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Strange, it did not leak for me. Again, beemod probably. Anyway, another question

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Why is there a red box around your map? Is that some cubemap stuff?

west wharf
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ah beemod i've help ppl with so maybe issue when they use that addon :/

south wyvern
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I don't even know how not to use the addon

west wharf
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that the cordon its seals a map so you do full compiles and not get leaks when your still developing a level

south wyvern
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And I don't know if it's better

south wyvern
west wharf
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beemod just adds extra features not sure what it really does do better

south wyvern
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Another question: why did you throw cubemaps all around the area?

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Why not just one?

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Or do I just not understand?

west wharf
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compile the map and build cubemaps and you see better reflects on the walls and in the water , i added them so you can see how they work when added

south wyvern
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Is building cubemaps a completely different process or is it done between compiling the map and running it automatically?

west wharf
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you build cubemaps in game , open the console and type mat_specular 0 then type build cubemaps then mat_specular 1 for the reflection to show

south wyvern
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Okay

west wharf
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😁

south wyvern
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looking at how cubemaps build is not epileptic-friendly

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Also is that right that my game closed?

west wharf
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no wait till you have them in a larger map :/

south wyvern
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Or is my computer having a stroke like someone epileptic who decided to look?

west wharf
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building cubemaps the game takes 4 pictures for every cubemap in the level

south wyvern
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And then quits? Or did it crash from a cube attack?

south wyvern
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@west wharf sorry for bothering you but I'm kinda stuck: when I build the cubemaps the game quits and when I recompile the map it looks the same, I can't see the difference. What is it that I do wrong if I do? I've never built a cubemap before

west wharf
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do you get a msg pop up saying can't find bsp

south wyvern
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It just does this epilepsy thingy, reloads the map and quits half-way

west wharf
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hmm

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and you didn't edit the vmf i sent you just compiled it

south wyvern
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I haven't

west wharf
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launch the game then do map test when that loads then do the mat_specular 0 then type build cubemaps then mat_specular 1 stuff

south wyvern
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So what's happening

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Oh

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I see

west wharf
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?

south wyvern
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But what was happening is:

  1. Run Map in Hammer++
  2. When the map loads, do mat_specular 0.
  3. It stops lagging, yippe! do buildcubemaps and epilepsy stuff begins. It ends, the map tries to reload. About half the way the game silently quits.
    Sorry that it took me so long, I'm on a lesson where I have to write stuff down all the time with little breaks so that I don't fail an exam (where I can copy the stuff I wrote on lessons)
west wharf
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not sure why it quits it shouldn't , well it doesn't for me the only thing i can think of if doing it in game but have developer 2 running and look for any errors that get printed

south wyvern
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Okay for some reason it works when I do map test

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It doesn't quit

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Also it set mat_specular to 1 automatically

west wharf
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ok

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maybe it just happen when you do cubemap from a hammer launch

south wyvern
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Now, as какуер suggested, I should increase the falloff of lights

west wharf
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1 min

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you haven't set a fall off distance so leave that and set 300 in linear

south wyvern
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I have though?

west wharf
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that will make light same brightness for 300hu before light starts to fade

south wyvern
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Or I don't understand?

west wharf
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in the light entities theres a falloff setting you haven't set any

south wyvern
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Which one are you talking about?

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I just set linear to 300

west wharf
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ok

south wyvern
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But you said that I didn't set a falloff setting

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Are you talking about hard falloff?

west wharf
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that light spot is by the auto portal it does lighten any other part of the map

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set the linear setting in the lights that light the level

south wyvern
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Do you mean those that light entire areas?

west wharf
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yes

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ones like these

south wyvern
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But these light the stripes they're on

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And a little bit of walls

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These are the stripes I'm talking about

west wharf
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see the light spots as well to make the same brightness as a normal light entity they have to be double the brightness setting

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so the lst number should be 100 not 50

south wyvern
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Yeah got it

south wyvern
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I just don't understand which ones I should change

west wharf
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just do the light entity not the light spot for now

south wyvern
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So I should change the gigantic light_spots and these lights to linear?

west wharf
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if you look at this vmf its in sdk_content\maps\instances\lights you'll see it don't use light entities it uses a light texture maybe you can do the same thing and have the light work how they do in P2

south wyvern
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Can those lights impact the walls though?

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Can they be the reason the walls aren't illuminated by huge light?

west wharf
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well your light spot have a narrow inner and outer cone so yeah possibly but the light entity it's self should illuminate the wall unless its inside a model

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see these i would do inner as 15 and outer as 75

south wyvern
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I think they're here for decor rather

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There's light coming from the sky after all

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The map is meant to be dark, with important places being lit up

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Then at some point, I don't know which exactly the "observation room" which I'm gonna fix soon™️ will start emitting huge amounts of light

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And something will happen

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Also Hammer++ shows light almost as it's supposed to be

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And I'd be happy to use it but yeah

south wyvern
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So, apparently, the glass blocks the light too much...

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Now it's good

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Just gotta tweak some numbers