#Indoor-Type Lighting in Outdoor Areas

1 messages · Page 1 of 1 (latest)

fallow spoke
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Hello again.

So the lighting for this map I've been working on has decided to behave as if the entire level is indoors. The issue started when I added the map's 3D skybox, so its possible it might be related to that, but I'm not sure.

If anyone has any useful insight, that'd be great.
Much appreciated in advance.

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Even more confusing, the lighting in the 3D skybox seems to be more or less normal from the looks of things. Very strange.

analog hazel
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weird. couple things I'd try:

  • -noskyboxrecurse in VRAD
  • put a separate light_environment in the main area of the map (potentially with higher brightness values)
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actually, where is the light_environment? The main area, or the sky room?

fallow spoke
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It's off in a separate area of the level. Should it be in the main area?

analog hazel
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shouldn't matter as long as it isn't in the sky room (if that even is an issue)

fallow spoke
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Here they are in relevance to the other side of those tunnels you can see in the second screenshot.

fallow spoke
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How do I go about doing the thing you mentioned in VRAD?

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Oh yeah, also, idk if this is applicable here, but I have all the skybox textures set up correctly. Just to cross off that as a possibility.

analog hazel
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for compilepal, hit the + on VRAD and find the command

fallow spoke
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I'm compiling with Hammer. I've heard people talk about compilepal before I think but I've never used it. So I do what now with the parameters for $light_exe?

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I know it's to do with this.

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I think.

analog hazel
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yeah;

  1. change the Configuration from "default" to something like "hdr full compile"
  2. click on the text (not the checkmark) that says $light_exe -game yadda yadda
  3. In the parameters box, add the applicable vrad parameter (-noskyboxrecurse in this case) before anything else in the box, separating it with a space
fallow spoke
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Like this?

analog hazel
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yeah. no clue if it'd do anything meaningful, though

fallow spoke
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Well let's see.

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Yup, that actually fixed it.

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Thanks!