Reflective problems

Reflective problems

Re: Reflective problems Posted by chrispy212 on Mon Jul 16th 2007 at 2:03pm
chrispy212
1 post
Posted 2007-07-16 2:03pm
1 post 0 snarkmarks Registered: Jul 16th 2007 Location: United Kingdom
Hey all!
I've been an on-off mapper for a while now, and member of
twhl for ages! However, I'm starting to find I've outgrown it a little,
and moderators have been stumped by questions and reccomended I come
here.

Main issue at the moment is with my latest idea,
rp_casino. As the name suggests, it is a fully-functioning online
casino built within the source engine, to (hopefully) be constructed
entirely without modifications to code, and only entities.
It will
allow the player to work in the casino as a croupier, security,
surveillance, host etc. until they have some savings, which they can
then blow at the tables!

Whilst I lay down the back-end logic to
handle all the complicated games etc. I thought I would get at least
some brushwork for the externals of the casino completed.

Whilst messing with a design I liked, conbined with a reflective texture I designed, I noticed some odd problems in game:
User posted image

Note
the odd triangular shadows, despite the fact that the brushes they
appear on and around are all uncarved, solid, and have either 90 or 45
degree angles.

Anyone help me out?
Thanks,
Chris
Re: Reflective problems Posted by Vash on Mon Jul 16th 2007 at 2:31pm
Vash
1206 posts
Posted 2007-07-16 2:31pm
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
Could be a number of thins, such as your current lighting setup, smoothing groups, or that fact that it's in an outdoor area. Have you tried copying the building into a few different test rooms? Try putting it into the following rooms:

1) With dynamic light (no sky)
2) A normal room with normal lighting (no sky)
3) A completely black or white textured room (no sky)
4) Change the smoothing groups and put it into a variety of rooms (no sky)
5) Change the sky to a few different ones to see if it is any different

If none of this works, try making smaller or different geometry using the same texture and see if the problem persists. Also ensure that you don't have any leaks, because that screenshot looks fullbright.
Re: Reflective problems Posted by fishy on Mon Jul 16th 2007 at 3:08pm
fishy
2623 posts
Posted 2007-07-16 3:08pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
do you still get the strange shadows when the brushes are covered with a default texture?
Also ensure that you don't have any leaks, because that screenshot looks fullbright.
do you get shadows in a fullbright map?
i eat paint
Re: Reflective problems Posted by Stadric on Mon Jul 16th 2007 at 10:43pm
Stadric
848 posts
Posted 2007-07-16 10:43pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Model shadows, yes, but not brush shadows.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Reflective problems Posted by Riven on Wed Jul 18th 2007 at 4:07pm
Riven
1640 posts
Posted 2007-07-18 4:07pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Perhaps Stadric, you're implying he's using a VMT with a "VertexLitGeneric" instead of just regular 'ol "LightMappedGeneric?"

If that's the case, then just switch to that latter shader instead. But maybe it is something else within the VMT that is causing this. Could you post the VMT for that texture?
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