func_brush shadow too dark help?

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PatSilverFox
7 Posts
Posted Apr 08, 2012
I am not aware if this is because of shadows, and this also appears without dynamic light, does anyone know how to fix it? It is a bit hard for me as I'm colorblind, things can get confusing.
Also this func_brush is parented to a panel with an animation.
http://img853.imageshack.us/img853/1803/portal22012040811414760.jpg
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Lpfreaky90
2,842 Posts
Posted Apr 08, 2012
Replied 7 hours later
From what I see, you are using two different textures for the panels.
There are dark metal and light metal textures.
The light ones are the black_wall_metal_002 series, except for 002f which is a dark one.
The dark ones are the black_wall_metal_004 series.
I wouldn't recommend the 003 series since they are really strange and they don't have the shapes 002 and 004 have.

Hope that helped. If not, feel free to ask again!

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PatSilverFox
7 Posts
Posted Apr 08, 2012
Replied 1 hour later
Thanks for the response! If that is true than I can change the floor around the dark texture to the black_wall_metal004 series, but even then the textures are different D: I also have the same problem on the walls, but slightly different. Thanks for any response everything helps :3
http://img163.imageshack.us/img163/8357/portal22012040821151835.jpg
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Lpfreaky90
2,842 Posts
Posted Apr 09, 2012
Replied 7 hours later
There seem to be a 002 and 004 textures but some of the 004 textures have some strange lighting indeed.
How did you add light to the map?
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Spam Nugget
492 Posts
Posted Apr 09, 2012
Replied 4 hours later
Youre not using vertex textures are you? Caues those can screw up lighting and stuff.
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Lpfreaky90
2,842 Posts
Posted Apr 09, 2012
Replied 31 minutes later

Spam Nugget wrote:
Youre not using vertex textures are you? Caues those can screw up lighting and stuff.

Good point.
vertex textures have two states: lit and unlit. If you use these textures in your level it often looks weird. Just change the texture to their non-vertex version and you'll be fine :biggrin:

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PatSilverFox
7 Posts
Posted Apr 09, 2012
Replied 9 minutes later
Thanks for all the help guys :smile:
But I still don't know whats going on with the textures, I used the same one for all of them, does anyone know about a similar texture that works for dynamic movement as well? I understand the one I have now is wonky.
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HMW
806 Posts
Posted Apr 09, 2012
Replied 3 hours later
Anything that does not have "vertex" in it's name should be fine.
Bear in mind that the names shown in the texture browser may be cut off, so the word "vertex" may be there, but not visible. (The full name of the selected texture is always shown at the bottom of the window.)
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PatSilverFox
7 Posts
Posted Apr 09, 2012
Replied 37 minutes later

HMW wrote:
Anything that does not have "vertex" in it's name should be fine.
Bear in mind that the names shown in the texture browser may be cut off, so the word "vertex" may be there, but not visible. (The full name of the selected texture is always shown at the bottom of the window.)

I set both the ground and the brush that are next to each other to metal/black_floor_metal_001a which is not a vertex and I get the same thing D:

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Lpfreaky90
2,842 Posts
Posted Apr 09, 2012
Replied 37 minutes later
vmf please?
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PatSilverFox
7 Posts
Posted Apr 09, 2012
Replied 4 hours later
Here it is, it works but I guess it's a WIP, it features a GLaDOS monitor.
Attachments
newerver.vmf
0.54 MB 24 downloads
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Lpfreaky90
2,842 Posts
Posted Apr 09, 2012
Replied 8 minutes later
the wall panels have a different texture then the rest of the wall investigating further
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PatSilverFox
7 Posts
Posted Apr 09, 2012
Replied 3 minutes later
Yeah I did that when I was trying to get them to match, it was a test. Thanks for all the help so far!
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Lpfreaky90
2,842 Posts
Posted Apr 09, 2012
Replied 10 minutes later
The problem is most likely caused by the fact that you move your panels. Lighting is calculated statically. I would recommend having the panels deployed and use a logic_auto to put them down as soon as the map load. That way the lighting is calculated properly
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andyb
257 Posts
Posted Apr 09, 2012
Replied 8 minutes later
In the first post with the dark panel to the right of the cube.I assume thats the problem you are talking about.I have noticed over the last few weeks that some panels are are darker than others when playing some maps but I also noticed that those same panels are set to do something later on (ie:animated) after a trigger or something is tripped.Do you have anything tied to it?

I never noticed till the last few weeks that I can tell what panels will move when I go into a chamber because the colour is different.Not saying you have anything set to it but maybe double check.Its something I just noticed recently on a few maps

EDIT:Seems lp is saying similar

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PatSilverFox
7 Posts
Posted Apr 09, 2012
Replied 25 minutes later

lpfreaky90 wrote:
The problem is most likely caused by the fact that you move your panels. Lighting is calculated statically. I would recommend having the panels deployed and use a logic_auto to put them down as soon as the map load. That way the lighting is calculated properly

That's a great idea thank you :3 Thanks for the help all! This forum seems pretty helpful.

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Random
171 Posts
Posted Apr 09, 2012
Replied 29 minutes later
Lpfreaky is right on how lighting is calculated differently for moving brushes. If that doesn't work you can try setting the brush's minimum light level. That takes some experimentation to get it right, so try other way first.