bad/strange lightning of prop_physics entities in map

bad/strange lightning of prop_physics entities in map

Re: bad/strange lightning of prop_physics entities in map Posted by TheSchwartz on Fri Dec 31st 2004 at 12:28pm
TheSchwartz
30 posts
Posted 2004-12-31 12:28pm
30 posts 63 snarkmarks Registered: Dec 7th 2004 Occupation: Project Lead Process Improvement Location: Denmark
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
Re: bad/strange lightning of prop_physics entities in map Posted by Dark|Killer on Fri Dec 31st 2004 at 12:49pm
Dark|Killer
758 posts
Posted 2004-12-31 12:49pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
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
Re: bad/strange lightning of prop_physics entities in map Posted by TheSchwartz on Fri Dec 31st 2004 at 2:17pm
TheSchwartz
30 posts
Posted 2004-12-31 2:17pm
30 posts 63 snarkmarks Registered: Dec 7th 2004 Occupation: Project Lead Process Improvement Location: Denmark
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?
Re: bad/strange lightning of prop_physics entities in map Posted by Dark|Killer on Fri Dec 31st 2004 at 2:28pm
Dark|Killer
758 posts
Posted 2004-12-31 2:28pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
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??
Re: bad/strange lightning of prop_physics entities in map Posted by satchmo on Fri Dec 31st 2004 at 6:24pm
satchmo
2077 posts
Posted 2004-12-31 6:24pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
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!
Re: bad/strange lightning of prop_physics entities in map Posted by TheSchwartz on Sat Jan 1st 2005 at 9:44pm
TheSchwartz
30 posts
Posted 2005-01-01 9:44pm
30 posts 63 snarkmarks Registered: Dec 7th 2004 Occupation: Project Lead Process Improvement Location: Denmark
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
Re: bad/strange lightning of prop_physics entities in map Posted by dabait on Sat Jan 1st 2005 at 10:31pm
dabait
15 posts
Posted 2005-01-01 10:31pm
dabait
member
15 posts 2 snarkmarks Registered: Dec 28th 2004
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.
Re: bad/strange lightning of prop_physics entities in map Posted by Aea on Sat Jan 1st 2005 at 10:41pm
Aea
10 posts
Posted 2005-01-01 10:41pm
Aea
member
10 posts 11 snarkmarks Registered: Oct 28th 2003
I'm pretty possitive it will be rewritten into the bsp =)
Re: bad/strange lightning of prop_physics entities in map Posted by satchmo on Sat Jan 1st 2005 at 10:44pm
satchmo
2077 posts
Posted 2005-01-01 10:44pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
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.
Re: bad/strange lightning of prop_physics entities in map Posted by TheSchwartz on Sat Jan 1st 2005 at 11:23pm
TheSchwartz
30 posts
Posted 2005-01-01 11:23pm
30 posts 63 snarkmarks Registered: Dec 7th 2004 Occupation: Project Lead Process Improvement Location: Denmark
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