Annoying shadow on diagonal wall

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TopHATTwaffle
113 Posts
Posted Feb 26, 2013
Replied 8 minutes later

josepezdj wrote:
Cause those textures you're using for the walls are not vertex textures right? Are they stock ones or custom?

Vertex textures would be lit differently. They are defiantly lightmappedgeneric.

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HMW
806 Posts
Posted Feb 26, 2013
Replied 8 minutes later
Another shot in the dark: do you have any smoothing groups active on that wall?
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Mevious
205 Posts
Posted Feb 26, 2013
Replied 37 minutes later
Yet another shot in the dark just to cover all the bases: Does your map have a leak?
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portal2tenacious
393 Posts
Posted Feb 26, 2013
Replied 12 minutes later

Mevious wrote:
Yet another shot in the dark just to cover all the bases: Does your map have a leak?

Portal 2 maps don't compile if they have leaks

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FelixGriffin
2,680 Posts
Posted Feb 26, 2013
Replied 1 hour later
You can change the compile settings so that they do. Some people's default fails on a leak, like mine, while others' don't.
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TopHATTwaffle
113 Posts
Posted Feb 26, 2013
Replied 4 minutes later

FelixGriffin wrote:
You can change the compile settings so that they do. Some people's default fails on a leak, like mine, while others' don't.

But no one will actually change this...

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FelipeCaners
23 Posts
Posted Feb 26, 2013
Replied 7 minutes later

TopHATTwaffle wrote:
One last thing you could do, is create a brush and use the clipping tool. I know you said you used the Vertex tool last time. I don't see how it could really change anything, but it's worth a shot I guess.:/

I redownloaded my binary files, used the clipping tool, but nothing worked (I'm getting tired of saing "nothing works" xD).

josepezdj wrote:
Cause those textures you're using for the walls are not vertex textures right? Are they stock ones or custom?

Also, please post the .vmf and let us compile it for you to check if the issue also happens to us.

I can't tell about their lighting properties, don't know about those. But, yes, they are stock textures, used in official Portal 2 levels.

Well, I can post the .vmf file, but it uses some resources from the original Portal, and that's why I created a new folder under "SourceMods". They are pa(c)ked in my custom pak01_dir.pak file. Would you need it?

HMW wrote:
Another shot in the dark: do you have any smoothing groups active on that wall?

I don't know how to check if they are smooth grouped, although I know how it works. I thought it could be the case based on the shadows, but since I created those same walls so many times, it's unlikely they are part of some smooth group.

Mevious wrote:
Yet another shot in the dark just to cover all the bases: Does your map have a leak?

It doesn't. I won't even bother posting my issue if I had a leak (aka I would fix that first).

portal2tenacious wrote:
Mevious wrote:

Yet another shot in the dark just to cover all the bases: Does your map have a leak?

Portal 2 maps don't compile if they have leaks

That. My maps don't compile if they have leaks either.

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josepezdj
2,386 Posts
Posted Feb 27, 2013
Replied 9 hours later
OK, after revising everything and checking the pictures closely, to me it's obvious that the diagonal wall is not being lit properly because it is paralell to the light_spot or the env_projectedtexture spotting cone. Take for instance this picture. The diagonal wall is located right in that penumbra on the left part...

Felipe, would you tell us the brightness values of the light_spot, env_projectedtexture coming from that observataion room, or even ALL properties. Check and say also if they are active on map spawn or not...

Another option I've thought of is that the shadows are being created by the orientation of the env_projectedtexture: maybe its spotting cone is poiting right to a world brush that's the edge of the observation room and it's projecting that shadow. try moving the env_projectedtexture so this doesn't happen... make it closer to the window and try deliberately to spot the angled wall.

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FelipeCaners
23 Posts
Posted Feb 27, 2013
Replied 2 hours later
I'll do the following: the level is divided in two rooms ? the one where you wake up in the vault, and the one where where I'm experiencing the odd shadows. I'll try to remove the first room and see what happens. If the problem persists, I can send you the .vmf containing just that room (since it doesn't require non-Portal 2 assets, except GLaDOS' lines, which are not important).
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josepezdj
2,386 Posts
Posted Feb 27, 2013
Replied 20 minutes later
Done :thumbup: However I won't be able to take a look until this evening (Spain time... I'm guessing you live in Portugal, am I right? so more or less today at 19:00h... 18.00h for you) because I'm not sat at my computer atm (but in my workplace). Maybe some could take a look sonner than me though...

However, I was only asking you to check the orientation that the observation room's env_projectedtexture has now :wink:

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FelipeCaners
23 Posts
Posted Feb 27, 2013
Replied 26 minutes later

I live in Brazil, actually. That room doesn't have an env_projectedtexture entity. The other room used to have, but I removed since its effect was not so impacting as I thought it would. I have already tried to change the angle of the light_spot entity so it could face that wall(s), but it had no effect.

[EDIT]

I removed the other room, but the problem still persists. Here's the edited level: http://www.4shared.com/file/OtQnQ9jO/po ... ited_.html.
For some reason, my window frame is now looking too overbright.

I don't want you to forget that the odd shadows appear even when I move that angled wall backwards:

FelipeCaners wrote:
I moved the angled wall backwards and the result was odd: http://imageshack.us/a/img10/1301/movewallportal2.jpg. If I just remove that angled wall, the lighting becomes perfect, just like here: http://imageshack.us/a/img213/6724/testportal2.jpg.

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josepezdj
2,386 Posts
Posted Feb 27, 2013
Replied 36 minutes later
Can you try to erase that adjacent wall beside the diagonal one (the one that is receiving the shadows) and create it again from scratch as a test?
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FelipeCaners
23 Posts
Posted Feb 27, 2013
Replied 14 minutes later
It didn't work.
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josepezdj
2,386 Posts
Posted Feb 27, 2013
Replied 49 minutes later

FelipeCaners wrote:
I don't know how to check if they are smooth grouped, although I know how it works. I thought it could be the case based on the shadows, but since I created those same walls so many times, it's unlikely they are part of some smooth group.

Btw, you can check this in the Face edit sheet dialog box. Open it then select the brush/es side/s... then pick "smoothing groups" and there you'll see if any of the boxes (with a number on it) is checked or not :wink:

Dude, I continue staring at that picof yours thinkingg of any other possible reason, but I'm afraid that I won't have any luck until I arrive home and check it personally, sry.

In the meantime, go check the awesome post about lightning that Nacimota once worte here.

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FelipeCaners
23 Posts
Posted Feb 27, 2013
Replied 43 minutes later
Don't worry about that, I appreciate your help anyway.

Sure, I can read the post. It's always a good thing learning more, especially lighting. I will also continue my work on the level. I aim to recreate Portal's levels to maintain design continuity with Portal 2. It's not going to be easy. xD

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josepezdj
2,386 Posts
Posted Feb 28, 2013
Replied 21 hours later
Dude, I'm sorry, I gave it a go yesterday at home and changed a lot of things to isolate the source of that shadowing. The truth is that I didn't manage to get a clear fix for it. I was only able to get rid of it by spotting the diagonal wall from the main room using a light_spot. It seems that VRAD doesn't like that kind of angled walls :biggrin: and due to its "not normal" orientation in the world, it gets dizzy when creating the lightmaps for that side. :lol:

Things I didn't try (because of lack of time):

  • Increase the lightmap scale for the texture in the angled wall and the adjacent wall (up to for example 64)
  • FULL Compile (don't know if this would make any difference though)
  • Adding a *Light_Environment * to check a more widely spreaded lighting effect
  • Change that kind of observation room erasing the brush wall closer to the angled wall making the observation room more *square-shaped * (in the case that this might have to do with the creation of those shadows).

I'll give it another go later today.

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FelipeCaners
23 Posts
Posted Feb 28, 2013
Replied 1 hour later
Yes, VRAD really seems to don't like that kind of orientation, as I could tell when I moved the wall backwards.

As for the full compile, are you talking about a advanced full compile? If so, I already tried that. And I thought the light_environment only had any effect in TOOLSKYBOX-affected areas.

Just for the sake of trying, I will rotate the whole map and see what I get.

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Lpfreaky90
2,842 Posts
Posted Feb 28, 2013
Replied 2 hours later
I wouldn't try light_environment because it increases the compile time dramatically.

Remember when skotty TopHatt and I told you to collapse the instance?
Maybe import this map as an instance into another map. With a bit of luck the lighting is done differently; that happens with instances and maybe it works :razz:

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Skotty
671 Posts
Posted Feb 28, 2013
Replied 12 hours later

Lpfreaky90 wrote:
Remember when skotty and I told you to collapse the instance?

Interesting. I never posted in this thread so far.

I guess the easiest would be to give the VMF to some experienced person, like lpfreaky, Chicken or me, and we will find out the problem.

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Lpfreaky90
2,842 Posts
Posted Feb 28, 2013
Replied 27 minutes later

Skotty wrote:
Lpfreaky90 wrote:

Remember when skotty and I told you to collapse the instance?

Interesting. I never posted in this thread so far.

I guess the easiest would be to give the VMF to some experienced person, like lpfreaky, Chicken or me, and we will find out the problem.

Sorry :notwant:
I ment TopHatt :wink: My fault :razz: