Lighting problems on prop_physics
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Re: Lighting problems on prop_physics
Posted by Nasher on Wed Jan 19th at 2:21pm 2005


I am having problems with the lighting on a map I'm making, for some reason any props I place start off to dark until moved from their origional location, if the lights start off they are to light and strange colors, if i make a light switch and flick the lights off and on it fixs the problem but there must be another way of getting round it. I know its not my graphics drivers because the official maps dont do this.

I get no compile errors at all, but this happens on every map I try on anything using prop_physics. I was using prop_detail (on a CS map), but for some reason hammer has suddenly started not liking it and deleting objects using it when I compile the map.

Anyone got any ideas or have this problem aswell?





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Re: Lighting problems on prop_physics
Posted by Gwil on Wed Jan 19th at 2:32pm 2005


Try placing env_cubemaps around your areas (near the floors and ceilings I use) - have a look at dm_lockdown for an idea.

Then compile the map, run it, bring down the console and type "buildcubemaps".
[addsig]




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Re: Lighting problems on prop_physics
Posted by Nasher on Wed Jan 19th at 2:52pm 2005


Hmm how do I get the cubemaps to load when the map does automatically?





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Re: Lighting problems on prop_physics
Posted by Gwil on Wed Jan 19th at 2:53pm 2005


You can't, Nasher. Every time you want to check the cubemaps for a newly compiled BSP you have to type it.

When you finish a map you have to make sure you buildcubemaps for the most recently compiled BSP.

Did it work, BTW?
[addsig]




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Re: Lighting problems on prop_physics
Posted by Nasher on Wed Jan 19th at 2:58pm 2005


Didnt work, I still get screwed lighting on props

I just made the ground into 1 big switch that quicly turns the lights off and on at the start, seems to be working for now





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Re: Lighting problems on prop_physics
Posted by TeamWolfguard on Wed Jan 19th at 3:03pm 2005


place an info_lighting in the area you are having problems and give it a name.

There should be a (not at my comp so...) ambient lighting or something like that in the properties of the prop_ in question. Place the name of the Info_lighting in that location.

I had this same problem and thats how i fixed it. Now all my Prop_ are tied to an info_lighting

(edited for wolfguard having a case of "the stupid")





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Re: Lighting problems on prop_physics
Posted by Gwil on Wed Jan 19th at 3:33pm 2005


? quote:
Didnt work, I still get screwed lighting on props

I just made the ground into 1 big switch that quicly turns the lights off and on at the start, seems to be working for now



No offence, but that's the worst idea ever. Post your compile log, it could be a leak.
[addsig]




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Re: Lighting problems on prop_physics
Posted by Nasher on Wed Jan 19th at 3:47pm 2005


Its not a leak, there are no errors in the log at all. It seems to be something to do with hammer (I know there are a few weird bugs with it). The only way I can find to get rid of it is by flicking the lights, otherwise all the props stay really dark. It doesnt do it if I use prop_static.

(Btw the info_lighting thing didnt make any difference





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Re: Lighting problems on prop_physics
Posted by Dred_furst on Wed Jan 19th at 4:23pm 2005


what graphics card have you got?
[addsig]




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Re: Lighting problems on prop_physics
Posted by Nasher on Wed Jan 19th at 4:34pm 2005


ATI 9800 pro (crucial's version of it with the faster ram )

I get no problems on other maps though, so I know it cant be that. Its either something I'm doing thats causing it but its not being picked up as an error, or something messed up in hammer :/





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Re: Lighting problems on prop_physics
Posted by DrGlass on Wed Jan 19th at 7:16pm 2005


If you have a prop, like a pipe, that sticks half way into a wall and its origin is inside the wall it will look dark. Use info_lighting, give it a name like "room_1_light" then place that name in the info_lighting box of your prop.




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Re: Lighting problems on prop_physics
Posted by Nasher on Wed Jan 19th at 7:48pm 2005


I've tried the info_lighting thing and it makes no difference, also I'm getting the random invisible prop bug to now :/



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Re: Lighting problems on prop_physics
Posted by RadiKal on Wed Jan 19th at 11:02pm 2005


hmm... i think i had a similar problem... though you're using an actual prop or just a brush you textured and then tied to an entity? because i know that when i made a brush, and used a model texture on it, in game the texture would flicker between normal and black and sometimes even turn rainbow. I guess you're just not supposed to use a model texture on anything but the model itself. If that is indeed the problem, you'll either have to pick a different texture or make a similar custom texture and use that instead.



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Re: Lighting problems on prop_physics
Posted by DrGlass on Thu Jan 20th at 2:12am 2005


can you post a screen shot or two?




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Re: Lighting problems on prop_physics
Posted by Nasher on Thu Jan 20th at 1:27pm 2005


I dont have any ftp to upload them to atm :/

I've been fiddling with it a bit more and found that sometimes 1 or 2 random props have the correct lighting, but it changes everytime i load the map. Its doing my head in





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Re: Lighting problems on prop_physics
Posted by DrGlass on Thu Jan 20th at 4:05pm 2005


make a test map.

Place your props in the same way that causes you to have problems. Then place a light and a cubemap in the test map.

info_lighting takes light info from where it is and gives it to the prop. So if your info_lighting isn't in a good spot then if will still mess up.

Cube maps help alot with lighting, you must place cube maps in your map then once your in game testing your map run 'buildcubemaps'




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Re: Lighting problems on prop_physics
Posted by Nasher on Fri Jan 21st at 1:55pm 2005


I found what the problem was, I forgot to make some walls into func_wall. Weird how that can make so much difference to the lighting.

Anyway now I have a new problem where the light can pass through func_walls so I cant have a totaly dark room :/





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Re: Lighting problems on prop_physics
Posted by RadiKal on Fri Jan 21st at 7:50pm 2005


try using a brush inside your func_wall that's textured with the block_light tool texture (you could just use a normal texture as well) The brush won't been seen since its inside the func_wall, but will also act as a visblocker and block light





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Re: Lighting problems on prop_physics
Posted by Keno on Mon Jan 24th at 12:59am 2005


I had that exact same problem. I had a few prop_physics working and in other area, they were too dark, until I moved them from their original position. My problem was with the lights. For some reason, it happened because the nearby lights had tha SAME name, even though they werent tied to anything. No switches, etc etc. Just plain lights. As soon as I removed the names from all of them, the prop_physics appeared perfect.




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