Official Help Thread - "wat is eror"
Kizzycocoa wrote:
I doubt it. leaks are visual based.
Try to plop down a prop_weighted_cube. just a generic cube. see how it responds. is it still non-solid?
what about to the player?
Does this happen with all displacements in your map?
Collides with the player but not props

EDIT: Got it to work following this. I had to run the compiler with the "-novirtualmesh" command.
I have a 3D skybox with no skybox textures. it's a "rat" map.
when I try to set a light_environment for the map, it doesn't affect anything. however, if I set the roof of the 3D skybox to the skybox texture, it shows through. like, it has to reach it's place on the 3D skybox to light the main map, which is a HORRIBLE system.
any idea how to fix this?
also, a more minor issue, how do you make fades apply during point_viewcontrol usage?
FelixGriffin wrote:
Environmental light shines through the skybox. That's the point.
but, when the skybox is a small model room, to give the impression of a big indoor environment, what do you do? what should I do?
is there any way to make sunlight emit in the main stage, ignoring the skybox?
FelixGriffin wrote:
Where would sunlight come from without a skybox?
this is a "rat" house. like, having the main set as a dollhouse, and the 3D skybox as a bedroom.
the only source of light in the 3D skybox is a single light entity. as it is an indoors 3D skybox.
FelixGriffin wrote:
So why do you need an environment light? That's meant for light coming from the skybox.
I want to at least emulate the light from the skybox. I don't really think a tall-ass funnel above the house with a mega-bright-light entity at the tip is in order. it wouldn't look right! I just want even light to come from the top of the main area, while not obscuring the skybox.
All right then
p0rtalplayer wrote:
So, you want to emulate the light from the skybox, but you refuse to use the same kind of light as would be casting in the skybox?All right then
Well, what else can I do? It's an indoors map! I cant have sunlight in the 3d skybox, but I need something to simulate the light entity inside of that skybox.
Beyond this, all I can do is spotlights, or world portal trickery. I'm just hoping there's a solution that does not require this, as that'd be pretty bad map design, imo.
vanSulli wrote:
Make the skybox texture not sky, but use the skybox material. Proceed to use light_environment.
I'm confused. what exactly are you proposing?
vanSulli wrote:
You can make new skybox textures, no? But light comes out of the skybox material, not the texture. So you get your ambient lighting like you asked for, but there's no visible sky.FelixGriffin wrote:
Use a skybox of some sort. It doesn't need to look like a sky. Have light come through that.
but won't that still make a patch of sky visible? like, a floating portal?
and if you mean the entire ceiling, with a custom ceiling skybox texture, that would seem exceedingly odd! a ceiling with textures that moved with the player? it'd look strange.
FelixGriffin wrote:
Again, I really don't understand what you want to do. Environment light comes from the skybox. That is the only purpose of that entity. If you don't want light to come from the skybox, use a different entity.
I want the main ma-
hold on, a screenshot shou-
ok, it seems that Portal 2 is broken due to the library mix-ups. I'll be back with a screenshot when I fix it. may take a while @_@
edit: or not! here we go. this is what the setup is.
https://dl.dropboxusercontent.com/u/392 ... _00001.jpg
the house is the main area, the room is the 3D skybox. it is in fullbright, as the house is pitch-black in-game.
vanSulli wrote:
So put a light in the room. Scale it so that it doesn't appear to be coming from a single point. If you have difficulty doing this from the size of the room or something, add a lot of dim lights everywhere with very large maximum distances.
the room isn't an issue. the room is the skybox!
the house is like, a model on the table. I need to get the light right for the house, but as there is no skybox, it won't make light. that's my problem.