#Weird light: brushes don't wanna be illuminated while models do
1 messages · Page 1 of 1 (latest)
@west wharf I'm gonna get the brightness back to 4000 (I wanted to make sure 10'000 makes difference) and send the map
Show the light settings
Also is that a puzzlemaker export
Not this time!
It's a different map this time, made from scratch in h++
So what's wrong then
As i can see on the screenshot it looks right
Its because of the falloff values, your 50% is really low comparing to the 0% fallodf
Does this look right?
the models are illuminated but the walls aren't
This is the problem
Here's the map file
Add and build cubemaps.
Walls are illuminated correctly.
.
Why do I need them? (I don't know when to use cubemaps overall)
Models are bright because they have default cubemaps
You need to add the cubemaps to the map so they could reflect the actual map and it's lighting
I see. Does it add a cubemap to the entire map?
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
just going to look at the vmf a min
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?
yeah, if the box has different textures you can also pick the surface that those textures reflect
Don't understand
1 min
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
i'm missing some textures but thats ok
your water brushes are made wrong all the faces should be nodraw except the top one that has the water texture on it
I really rushed those stuffs just to make the sizes the same
But that's how it looks like, yeah
Speaking of rushed, I haven't even placed the triggers that make the goop actually goop
Anyway, now that I'm here: is that where it leaks?
heres the vmf i fixed the water and added env_cubemaps for you
its the dropperbox outside the level
this
Where's the line start?
I think because I have beemod installed it somehow "deals" with the leaks or something?
its be from the func_instance entity
Can you show me or did you close hammer already?
Also thank you very much for that
the whole thing is part of the func_instance if you build a room around it it'll not leak
Strange, it did not leak for me. Again, beemod probably. Anyway, another question
Why is there a red box around your map? Is that some cubemap stuff?
ah beemod i've help ppl with so maybe issue when they use that addon :/
I don't even know how not to use the addon
that the cordon its seals a map so you do full compiles and not get leaks when your still developing a level
And I don't know if it's better
It's used when the level is still in-dev: is it bad for performance or something?
beemod just adds extra features not sure what it really does do better
Another question: why did you throw cubemaps all around the area?
Why not just one?
Or do I just not understand?
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
Is building cubemaps a completely different process or is it done between compiling the map and running it automatically?
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
Okay
😁
looking at how cubemaps build is not epileptic-friendly
Also is that right that my game closed?
no wait till you have them in a larger map :/
Or is my computer having a stroke like someone epileptic who decided to look?
building cubemaps the game takes 4 pictures for every cubemap in the level
And then quits? Or did it crash from a cube attack?
@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
do you get a msg pop up saying can't find bsp
It just does this epilepsy thingy, reloads the map and quits half-way
I haven't
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
?
But what was happening is:
- Run Map in Hammer++
- When the map loads, do
mat_specular 0. - It stops lagging, yippe! do
buildcubemapsand 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)
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
Okay for some reason it works when I do map test
It doesn't quit
Also it set mat_specular to 1 automatically
Now, as какуер suggested, I should increase the falloff of lights
I have though?
that will make light same brightness for 300hu before light starts to fade
Or I don't understand?
in the light entities theres a falloff setting you haven't set any
ok
But you said that I didn't set a falloff setting
Are you talking about hard falloff?
that light spot is by the auto portal it does lighten any other part of the map
set the linear setting in the lights that light the level
Do you mean those that light entire areas?
But these light the stripes they're on
And a little bit of walls
These are the stripes I'm talking about
see the light spots as well to make the same brightness as a normal light entity they have to be double the brightness setting
so the lst number should be 100 not 50
Yeah got it
But at this point shouldn't I just make each one linear?
I just don't understand which ones I should change
just do the light entity not the light spot for now
So I should change the gigantic light_spots and these lights to linear?
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
Can those lights impact the walls though?
Can they be the reason the walls aren't illuminated by huge light?
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
see these i would do inner as 15 and outer as 75
I think they're here for decor rather
There's light coming from the sky after all
The map is meant to be dark, with important places being lit up
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
And something will happen
Also Hammer++ shows light almost as it's supposed to be
And I'd be happy to use it but yeah