bad/strange lightning of prop_physics entities in map
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Re: bad/strange lightning of prop_physics entities in map
Posted by TheSchwartz on Fri Dec 31st at 12:28pm 2004


I have several rooms in a deathmatch map I am making where I have placed all sorts of office like stuff (desks, cabinets, monitors. computers etc.) using the prop_physics entity, but they appear in a greyish color when i run the map, somewhere the greenish cabinets are shaded from green to grey.

This is annoying when I compare to the dm_lockdown map where all items have their brightest colors. I have copied several desks and cabinet entities from there to se if that hepled, but to no avail...

Any ideas?

The Schwartz





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Re: bad/strange lightning of prop_physics entities in map
Posted by Dark|Killer on Fri Dec 31st at 12:49pm 2004


You must add lights in the room containing these stuff....grey shades mean that they have no light to reflect...( or DARK)

if this didnt work try putting them prop_physics...this enables u to catch them woth ur gravity gun too...

hope this helps

[addsig]




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Re: bad/strange lightning of prop_physics entities in map
Posted by TheSchwartz on Fri Dec 31st at 2:17pm 2004


Correction - sorry but all the items are prop_physics (which I now have corrected in my original post) and they still turn out grey!

And i have ligths. In one room I have a ligh spots and I can see that the further from the ligth the more greyer the entities are...

Any other ideas?





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Re: bad/strange lightning of prop_physics entities in map
Posted by Dark|Killer on Fri Dec 31st at 2:28pm 2004


hmmm...i actually dunno...but i had this problem fixed when i added lgiht....

but i think this may work:

  • Add A skybox Block around the map from the outside.
  • Click on it
  • Click tools
  • click make hollow
  • insert the number ranging from 10-20
  • Hit OK

Then compile and play...does this work??

[addsig]




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Re: bad/strange lightning of prop_physics entities in map
Posted by satchmo on Fri Dec 31st at 6:24pm 2004


I had this problem also, but I solved the problem by adding a cubemap entity in the room.

I promise this will solve your model lighting issue.

P.S. Don't forget to run "buildcubemaps" from the console after loading the map!

[addsig]




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Re: bad/strange lightning of prop_physics entities in map
Posted by TheSchwartz on Sat Jan 1st at 9:44pm 2005


This is great - just what was needed the whole map looks fine and evrything is A-OK. But how do I get this "buildcubemaps" command compiled into the BSP ?

If I want to distribute people shouldn't and won't do this everytime they use the map...

Thanks Again

The Schwartz





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Re: bad/strange lightning of prop_physics entities in map
Posted by dabait on Sat Jan 1st at 10:31pm 2005


When in game with the map loaded, go to the console (usually the ~ key), and type 'buildcubemaps'. If you have cubemap entities around, the screen will start flashing various view-points (6 for each cubemap entity), and the BSP will be re-written with the information... or at least I think the BSP is re-written.





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Re: bad/strange lightning of prop_physics entities in map
Posted by Aea on Sat Jan 1st at 10:41pm 2005


I'm pretty possitive it will be rewritten into the bsp =)




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Re: bad/strange lightning of prop_physics entities in map
Posted by satchmo on Sat Jan 1st at 10:44pm 2005


To make sure that the new cubemap information is incorporated into the new .bsp, just quit Half-Life 2 and restart it, then load up the map again. If everything looks okay (without having to run buildcubemaps again), then the .bsp will look good for everyone else too. [addsig]



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Re: bad/strange lightning of prop_physics entities in map
Posted by TheSchwartz on Sat Jan 1st at 11:23pm 2005


I have just tested this, I had a file manager open beside the 'windowed' HL2 when I wrote the command in the console. My .bsp file changed date to the current time and the size changed immediately after the command had executed. This must prove it - The map is rewritten!

Thanks Again

The Schwartz






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