Dark brushes

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Sprowl
97 Posts
Posted May 16, 2012
Hello there,

currently I'm making a destroyed map with some moving panels. Overall, they work. But the problem I have with them are the brushes which are attached to them. They are too dark and everything I tried didn't helped. Like, playing around with the proberties (e.g. disable the recieving shadows) or the func_brush itself (e.g. let them stick out just a little bit). I also tryed a light_dynamic, but that changed nothing.
The mechanic arms behind the panels do start with the bindPose animation which should place the brushes in a good position to get some light. After some time the models change to an other animation, from which the brushes look down to the water. After a triggered event the models use a repair-like animation. Just the normal stuff.

Screenshots:
http://steamcommunity.com/id/sprowl/screenshot/595844629184010048?tab=public
http://steamcommunity.com/id/sprowl/screenshot/595844629184011776/?tab=public (The Bottom left and top right panels are too dark there)

Any Ideas to light the brushes or something like that?

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Lpfreaky90
2,842 Posts
Posted May 16, 2012
Replied 43 minutes later
The problem is that light is calculated statically: the state of the light in which the level is when you compile is the light that is on the brush. So if it's hidden it receives no light thus it's too dark.

Solution: let it have an animation so it's having enough light, then move it back like you want it to be after the map spawns with a logic_auto. That should fix it.

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Sprowl
97 Posts
Posted May 16, 2012
Replied 15 minutes later

lpfreaky90 wrote:
Solution: let it have an animation so it's having enough light [...]

It is (BindPose). The Screenshots shows where the brushes are at the very end of the animation and where they are at the beginning where 'they get their light'.
But I did what you said and tried another animation (this time the brushes looked directly up with enough space between the water and the walls). The result is the same.

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Lpfreaky90
2,842 Posts
Posted May 16, 2012
Replied 1 hour later
maybe show us the vmf so we can take a look at it?

small question: does the texture have _vertex at the end of the name?
If that's the case: replace it by it's counterpart without _vertex!

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Sprowl
97 Posts
Posted May 16, 2012
Replied 17 minutes later
That did it, thank you!
Didn't know that there are such big differences between the textures. I only thougt the ones with _vertex are just a bit darker... :3
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Lpfreaky90
2,842 Posts
Posted May 16, 2012
Replied 5 minutes later
No, vertex textures are either fully lit or not lit.
They are actually used for models. And should NEVER be used for textures!
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ChickenMobile
2,460 Posts
Posted May 17, 2012
Replied 12 hours later

lpfreaky90 wrote:
No, vertex textures are either fully lit or not lit.
They are actually used for models. And should NEVER be used for textures!

I dont even know why they are in the list of 'choosable' textures. Normal models and modelsheets don't appear in the texture browser.

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josepezdj
2,386 Posts
Posted May 17, 2012
Replied 1 hour later

lpfreaky90 wrote:
No, vertex textures are either fully lit or not lit.
They are actually used for models. And should NEVER be used for textures!

Well, that is not completely true. The vertex textures reacts to the player's viewpoint/location. They reflects more light as the player get closer to them, and they emit less light as the player goes away...

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Lpfreaky90
2,842 Posts
Posted May 17, 2012
Replied 4 hours later

josepezdj wrote:
lpfreaky90 wrote:

No, vertex textures are either fully lit or not lit.
They are actually used for models. And should NEVER be used for textures!

Well, that is not completely true. The vertex textures reacts to the player's viewpoint/location. They reflects more light as the player get closer to them, and they emit less light as the player goes away...

True, but short story: never use them as textures :razz:

@chicken: normal maps only have a .vmf; no vmt. vertex textures have a vmt because the texture is activly used for the models. That's why vertex textures show up and normalmaps don't D:

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ChickenMobile
2,460 Posts
Posted May 17, 2012
Replied 37 minutes later

lpfreaky90 wrote:
@chicken: normal maps only have a .vmf; no vmt. vertex textures have a vmt because the texture is activly used for the models. That's why vertex textures show up and normalmaps don't D:

I meant normal textures for models not normal maps. GOSH WOMAN. :lol: