Official Help Thread - "wat is eror"

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Omeqa
578 Posts
Posted Dec 23, 2013
Replied 12 minutes later

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.

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kizzycocoa
975 Posts
Posted Jan 18, 2014
Replied 25 days later
I have a new problem.

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?

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FelixGriffin
2,680 Posts
Posted Jan 18, 2014
Replied 5 hours later
Environmental light shines through the skybox. That's the point.
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kizzycocoa
975 Posts
Posted Jan 19, 2014
Replied 8 hours later

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?

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FelixGriffin
2,680 Posts
Posted Jan 19, 2014
Replied 3 hours later
Where would sunlight come from without a skybox?
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kizzycocoa
975 Posts
Posted Jan 19, 2014
Replied 4 hours later

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.

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FelixGriffin
2,680 Posts
Posted Jan 19, 2014
Replied 3 hours later
So why do you need an environment light? That's meant for light coming from the skybox.
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kizzycocoa
975 Posts
Posted Jan 19, 2014
Replied 3 minutes later

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.

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p0rtalplayer
1,366 Posts
Posted Jan 19, 2014
Replied 10 minutes later
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

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kizzycocoa
975 Posts
Posted Jan 21, 2014
Replied 1 day later

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.

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vanSulli
994 Posts
Posted Jan 21, 2014
Replied 1 hour later
Make the skybox texture not sky, but use the skybox material. Proceed to use light_environment.
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kizzycocoa
975 Posts
Posted Jan 21, 2014
Replied 4 hours later

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?

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FelixGriffin
2,680 Posts
Posted Jan 21, 2014
Replied 9 hours later
Use a skybox of some sort. It doesn't need to look like a sky. Have light come through that.
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vanSulli
994 Posts
Posted Jan 21, 2014
Replied 2 hours later
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.
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kizzycocoa
975 Posts
Posted Jan 23, 2014
Replied 1 day later

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.

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FelixGriffin
2,680 Posts
Posted Jan 23, 2014
Replied 35 minutes later
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.
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kizzycocoa
975 Posts
Posted Jan 23, 2014
Replied 23 minutes later

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.

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vanSulli
994 Posts
Posted Jan 23, 2014
Replied 2 hours later
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.
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kizzycocoa
975 Posts
Posted Jan 24, 2014
Replied 10 hours later

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.

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FelixGriffin
2,680 Posts
Posted Jan 24, 2014
Replied 2 hours later
Yes, and I'm saying that if you don't want light to come from the skybox you should use a light entity other than the one that emits light from the skybox.
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