Bad Lighting

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iSpectra
49 Posts
Posted Feb 04, 2013
Hey there,

I've just finished my first text chamber in hammer but have one more thing to fix. After I compile and run the game, I get some weird unrealistic lighting at some spots of the map.
Please take a look at the attachments.

I'm looking forward to hear from you!

Cheers!

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josepezdj
2,386 Posts
Posted Feb 04, 2013
Replied 15 minutes later
About the plants, you have to set "disable shadows" in the prop's properties to YES.

Revise every "dark" texture and make sure none has the part "_vertex" as sufix.

Introduce more lighting; despite of your issues there is TOO few lighting there

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BenVlodgi
633 Posts
Posted Feb 04, 2013
Replied 39 minutes later
^ what he said is basically all the problem... but you also have some misaligned textures
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iSpectra
49 Posts
Posted Feb 04, 2013
Replied 1 minutes later
I tested this area with many and none lights before but the problem stays the same.
I can't figure out where I can take a look at a suffix of an entity (this is a 90? panel) too yet.
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BenVlodgi
633 Posts
Posted Feb 04, 2013
Replied 1 hour later
lighting is mostly precompiled, so your brushes will keep their lighting the same even when panels move
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iSpectra
49 Posts
Posted Feb 04, 2013
Replied 3 minutes later
I know, but I still don't know how to fix this issue.
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zivi7
649 Posts
Posted Feb 04, 2013
Replied 41 minutes later

I find it a bit tough to understand what's the problem here. Is it that that is a moving brush, maybe a rotating panel and that it is noticable darker when turned around?

If so, you can either:

  • add light behind it and adjust until you eventually find the settings that make both sides appear nice enough.

  • or have the brush start fliped around so that it gets proper light during compiling. Then, add a logic_auto that OnMapSpawn moves the panel to it's undeployed state. This way, it will look good when turned around. Downside: the other, probably black, side might still appear way darker and you might still have to add light behind the panel.

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FelixGriffin
2,680 Posts
Posted Feb 04, 2013
Replied 27 minutes later

iSpectra wrote:
I tested this area with many and none lights before but the problem stays the same.
I can't figure out where I can take a look at a suffix of an entity (this is a 90? panel) too yet.

He's talking about the texture on the panel. Open the Face Edit Tool and left-click the weirdly lit surface, then look at the name of the texture. If it says something_vertex, it'll cause weird lighting glitches.

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josepezdj
2,386 Posts
Posted Feb 05, 2013
Replied 10 hours later

Hmmmm.... without having the .vmf this issue is a bit difficult to solve, but, being a PTI map being modified in hammer, there are many things that can be causing the lighting issues on thata rotating panel.... but I'm with Zivi here, maybe the func_brush panel is spawned at a wrong position and it isn't casting light at all during the compile.

@iSpectra:

  • First, could you post the .vmf so we can check?
  • Have you ever change the position of that panel from where it was orignally created in the PTI?
  • Can you revise all the settings and attachments in that rotating panel and also in the model arm/s?