BLACK, NOOOOOOOOOOO
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Re: BLACK, NOOOOOOOOOOO
Posted by diablobasher on Thu Dec 9th at 7:47pm 2004


As i walk around my map, things turn black, and then reappear when i move closer to them, anyone know whats goind on?

The most prominent beig a block that is textured and when i go into the building and look out of the window, it is a large black block

[addsig]




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Re: BLACK, NOOOOOOOOOOO
Posted by Guessmyname on Thu Dec 9th at 7:58pm 2004


I get that. It happens to my doors



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Re: BLACK, NOOOOOOOOOOO
Posted by Raeth on Thu Dec 9th at 8:08pm 2004


You've textured the improperly lit items with prop or model textures.




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Re: BLACK, NOOOOOOOOOOO
Posted by Baf2099 on Thu Dec 9th at 8:09pm 2004


I am currently experiancing the same problem. i made an outdoor level in which i built an fence (just blocks with a fence texture.) randomly some turn black every now and then and interestinly enough no the whole block but segments. it is really quite annoying. i haven't yet figured out what is causing this but it is really annoying



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Re: BLACK, NOOOOOOOOOOO
Posted by smidsy on Thu Dec 9th at 9:04pm 2004


i get this on my other computer, i think that is a graphix card problem. I am currently running a radeon 7000 on it and my models come ou black. Where as on the computer i am using i have a radeon 9500 and all the textures and models come out fine if your running a newer graphix card i suggest that you check for driver updates same for older ones too.



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Re: BLACK, NOOOOOOOOOOO
Posted by Leperous on Thu Dec 9th at 9:14pm 2004


Screenshots?





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Re: BLACK, NOOOOOOOOOOO
Posted by coldbladed on Thu Dec 9th at 10:27pm 2004


I had a similar problem due to bad cache files. You could try deleting your relative .gcf files and redownloading them, it worked for me!




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Re: BLACK, NOOOOOOOOOOO
Posted by Joe-Bob on Thu Dec 9th at 10:38pm 2004


? quote:
I had a similar problem due to bad cache files. You could try deleting your relative .gcf files and redownloading them, it worked for me!


Redownloading the SDK fixed my problems, but some people don't like to hear it.
On the plus side, you shouldn't have to download the whole 200 some MB, it seems that when it's deleted, your download only goes down to 80%. (I suppose you can simply copy some files over from HL2)




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Re: BLACK, NOOOOOOOOOOO
Posted by RabidMonkey777 on Fri Dec 10th at 12:30am 2004


I've found that as Raeth stated earlier, it's because you're using 'model' textures for something.



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Re: BLACK, NOOOOOOOOOOO
Posted by Desert Gunner on Fri Dec 10th at 1:49am 2004


I had the same problem in one of the maps I made (i havn't posted it yet though). You can probably see too many polys from looking out that window. I would make it so you don't see so many polys from that window and you should be able to see the box.





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Re: BLACK, NOOOOOOOOOOO
Posted by coldbladed on Fri Dec 10th at 3:51am 2004


? quote:
Redownloading the SDK fixed my problems, but some people don't like to hear it.
On the plus side, you shouldn't have to download the whole 200 some MB, it seems that when it's deleted, your download only goes down to 80%. (I suppose you can simply copy some files over from HL2)

Yea I think that is the "recommended" step to take but in my case the problem was apparently deeper and this didn't solve it. I had to go all out and delete the .GCF's




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Re: BLACK, NOOOOOOOOOOO
Posted by Nickelplate on Fri Dec 10th at 6:30pm 2004


Okay, You are using a PROP texture on something that it is not supposed to be used for. the prop textures are actually the SKINS for models. What you need to do to make a fence is use a prop_static and set the [pr]World Model[/pr] to the model name of a fence. i think they are in the wastland or C17 folder in the model browser. I like the Exterior fence ones. Anyway, you can't use the prop texs for non-props. You can prove this by changing the texture (to a non-prop tex) on an object that previously turned black, and it won't anymore. Also make sure it's not a "func wall" or anything like that because sometimes the settings in those will case rendering issues.

[addsig]




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Re: BLACK, NOOOOOOOOOOO
Posted by kasper on Sat Dec 11th at 4:45am 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I hate this problem. On my map, the lighting is fine. But once I add a monitor + camera combo anywhere in my map, i have these 2 "ducts" which totally lose all light.

here's a screen shot of the difference when I just delete the "func_monitor brush.

Does anyone know what this problem is?





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Re: BLACK, NOOOOOOOOOOO
Posted by diablobasher on Sun Dec 12th at 10:51pm 2004


None of these suggestions have worked, i am nt using a prop texture, please do not assume that i am sto stupid, i can tell the difference between a skin and a texture, i am unsing one the the base wall textures, as i have not textured the box properly yet.

I cant reduce the polys any more, the place is bare enough as it is.

As for redownloading my SDK i have had several problems and this has solved most of them, but not this one, this also brings my total redownloads to 7 times now, its not funny valve, whats going on?

Its still not working, anyhoo, i may not finnish CS roof, it was a cool idea but im trying to gather up some friends and work on my MOD, ive already got some preliminary work done, and im messing about in XSI EXP for half life 2, all that power at my fingertips and i havent got he faintest idea how to eve load up helperbone, but ive gto some past experence with 3d moddeling so i should be ok after some practice.

Anyhow, i still have not solved this problem but dont think i will. I may redo CS roof, but its not lkely, not at the moment anyway.

[addsig]




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Re: BLACK, NOOOOOOOOOOO
Posted by Raeth on Mon Dec 13th at 12:53am 2004


Perhaps you could include some screenshots of your problem? The person right above you is clearly having the same problem you are, and just as clearly he's using a prop pipe texture. Since the description of his problem and yours are identical, I can't suggest anything else unless you describe your problem in more detail.




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Re: BLACK, NOOOOOOOOOOO
Posted by ZivZulander on Mon Dec 13th at 11:00am 2004


have you placed cubemaps in your level at a height of approx 64? units above the floor (search for a cubemap tutorial). Compile your level, run it and type buildcubemaps in the console. This can drastically change your lighting for some situations (and will have less of an impact in others)



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Re: BLACK, NOOOOOOOOOOO
Posted by Bantam on Mon Dec 13th at 4:49pm 2004


I wonder if I'm having the same problem which is causing my steam to turn black...

Hmm.




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Re: BLACK, NOOOOOOOOOOO
Posted by Killboy on Tue Dec 14th at 9:01pm 2004


I had this same problem- Replace any textures that have the word "model" in them. Model textures can't be used. (eg. models/props_c17/furniturefabric003a)

The easiest way to do this is to browse your used textures- check the box that says "Only Used Textures" (in bottom left corner of texture browser)- and use "model" as your filter.

Any textures that come up need to be replaced.





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Re: BLACK, NOOOOOOOOOOO
Posted by uberDingo on Sun Dec 26th at 12:13am 2004


Im also screwing around with a point_camera and func_monitor in CS:S. The point_camera doesnt seem to be set up in CS:S but if I copy and past the entity from a map where it does work it seems to create some sort of custom entity and the icon on the map has bill gates pic on it and says 'obselete'. All that said, when I set it up it works! I can see the point of view of the camera on the brush I turned into a func_monitor that I covered in a dev/monitornostatic (or something like that) texture but when I compile it I get a "func_monitor at x,y,z leaked!" error. The only noticable thing im my small map (very small.. created it just to screw around with things like this) is the compiler error saying it leaked and that all my water looks like it's the void.





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Re: BLACK, NOOOOOOOOOOO
Posted by uberDingo on Sun Dec 26th at 1:09am 2004


Eureka! I figured it out... my func_monitor had an origin set to the middle of nowhere. I changed the origin to the actual origin of my func_monitor and cleared up my leak and all my other problems.






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