Textures not lighting up properly.

Textures not lighting up properly.

Re: Textures not lighting up properly. Posted by Badgerac on Fri Jun 17th 2005 at 6:56pm
Badgerac
14 posts
Posted 2005-06-17 6:56pm
Badgerac
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14 posts 1 snarkmarks Registered: Jan 29th 2005 Occupation: Musician
I am working on a single player HL2 mod and I'm having problems with textures. I've got a warehouse floor with a concrete floor textures (concrete/concretefloor006a to be exact) for the floor, but have very little light in the warehouse at the moment. It only lights up when i shine the flashlight on it from certain angles.

Another problem I'm having is with the walls of one of my rooms, it comes up completely black when i run the map, but it works fine when i shine the flashlight on it.

EDIT: oh yes, forgot to mention that both problems dont occur with all textures, but only on the ones i tend to like! lol

Any ideas anyone?

Thanks
Re: Textures not lighting up properly. Posted by ReNo on Fri Jun 17th 2005 at 10:47pm
ReNo
5457 posts
Posted 2005-06-17 10:47pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Are you sure it "works fine" when the spotlight shines on it? Most of
the issues I've come across or heard of with dodgy lighting on textures
have been down to the mapper using textures meant for models in their
map, but your symptoms don't sound quite the same. Avoid any textures
that sound like they are meant for models/props - such as those with
"model" or "prop" in the texture name or path. Its a real shame you
can't filter them out of hammer, since they generally just clutter the
browser.
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Designer @ Haiku Interactive | ReNo-vation.net
Re: Textures not lighting up properly. Posted by Badgerac on Sat Jun 18th 2005 at 5:35pm
Badgerac
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Posted 2005-06-18 5:35pm
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14 posts 1 snarkmarks Registered: Jan 29th 2005 Occupation: Musician
it turns out that this is the problem with the wall textures, but it still doesnt explain the floors that only allow me to shine my flashlight on from certain angles...

thanks though
Re: Textures not lighting up properly. Posted by Badgerac on Sat Jun 18th 2005 at 7:14pm
Badgerac
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Posted 2005-06-18 7:14pm
Badgerac
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14 posts 1 snarkmarks Registered: Jan 29th 2005 Occupation: Musician
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Here are some screenshots of my problem, please note that the flashlight is on in BOTH pictures...

I have figures out that it works fine when i shine the light the opposite direction to my light_environment entity, which is outside the building. This may be just a coincidence though.

Here is the floor when it works ok:

User posted image

Here it is when i turn around to face the other way:

User posted imagehttp://users.cs.cf.ac.uk/J.Britton/directionnotworking.JPG
Re: Textures not lighting up properly. Posted by Natus on Sat Jun 18th 2005 at 8:24pm
Natus
570 posts
Posted 2005-06-18 8:24pm
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570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
what light entity do you use, light_dynamic or just light?
Boo f**king Hoo
Re: Textures not lighting up properly. Posted by Badgerac on Sat Jun 18th 2005 at 8:35pm
Badgerac
14 posts
Posted 2005-06-18 8:35pm
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14 posts 1 snarkmarks Registered: Jan 29th 2005 Occupation: Musician
Just light. The texture lights up fine from the actual entities but not my torch.
Re: Textures not lighting up properly. Posted by DrFrag on Sat Jun 18th 2005 at 10:32pm
DrFrag
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Posted 2005-06-18 10:32pm
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62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
What's the name of the texture?
Re: Textures not lighting up properly. Posted by wil5on on Sat Jun 18th 2005 at 11:30pm
wil5on
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Posted 2005-06-18 11:30pm
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I'm having a similar problem with a CS:S map. It seems to only happen in certain areas of the map, the rest of the map is fine. It happens on lots of textures, so I dont think thats the problem. It happens in areas that are lit with environment lighting, and in areas with point lights, but not all areas with these types of lighting. In some parts, adjacent polygons can have different "working angles" for the light (even though they are on the same plane).
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Re: Textures not lighting up properly. Posted by DrFrag on Sun Jun 19th 2005 at 1:30pm
DrFrag
62 posts
Posted 2005-06-19 1:30pm
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62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
This is quite puzzling. What's your ambient light set to in light_environment?
Re: Textures not lighting up properly. Posted by Badgerac on Sun Jun 19th 2005 at 4:49pm
Badgerac
14 posts
Posted 2005-06-19 4:49pm
Badgerac
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14 posts 1 snarkmarks Registered: Jan 29th 2005 Occupation: Musician
Ambient light is set to "242 242 242 20". I'm still a learner so I don't know why its set to that, I was just tweaking it when i started my map, now the daylight looks kinda ok.

The text i use is "concrete/concretefloor006a". The floor works fine with some other textures, cant remember which though.

I have also uploaded my map if anyone wants to check it out for themselves.

http://users.cs.cf.ac.uk/J.Britton/warehouse1.vmf

The dark light entity i have in the middle of my warehouse wasnt there in those screenshots and neither were the windows on the ceiling (which i cant get to look right), but the problem persists anyway (its just harder to tell).

EDIT: I just realised that I'm getting the same problem with some of the ceilings inside the building too... this is getting annoying :S
Re: Textures not lighting up properly. Posted by Natus on Sun Jun 19th 2005 at 5:14pm
Natus
570 posts
Posted 2005-06-19 5:14pm
Natus
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570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
uhm, it looks a lot like you got a black light...why on earth do you want a black light :/

if you want you light to be darker, just change the three last numbers to something like 15 or lower if you want.
Boo f**king Hoo
Re: Textures not lighting up properly. Posted by Badgerac on Sun Jun 19th 2005 at 5:27pm
Badgerac
14 posts
Posted 2005-06-19 5:27pm
Badgerac
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14 posts 1 snarkmarks Registered: Jan 29th 2005 Occupation: Musician
Its not quite black, but i was trying to stop the room from being pitch black and i saw a thread about it and someone said add a dim light with a dark colour. If you have any better suggestions for creating a realistic amount of light in a large indoor area I'd be greatful for the tip. Anyway, thats not the problem here, but thanks anyway.
Re: Textures not lighting up properly. Posted by French Toast on Sun Jun 19th 2005 at 7:03pm
French Toast
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Posted 2005-06-19 7:03pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Compile log?! I'd say try changing the light to white, if it doesn't work post your compile log just for the hel of it.
Re: Textures not lighting up properly. Posted by Badgerac on Sun Jun 19th 2005 at 8:26pm
Badgerac
14 posts
Posted 2005-06-19 8:26pm
Badgerac
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14 posts 1 snarkmarks Registered: Jan 29th 2005 Occupation: Musician
That light inside the warehouse is irrelevant. With or without it the problem is the same - The floor texture does not respond to my flashlight correctly (see the screenshots or compile + run yourself if you want to see what I mean). Has anyone else had this same problem?

Heres the compile log...

** Executing...
** Command: "d:\program files\steam\steamapps\dead_passive\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Litany" "D:\Litany\mapsrc\warehouse1"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: d:\program files\steam\steamapps\SourceMods\Litany\materials
Loading D:\Litany\mapsrc\warehouse1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Litany\mapsrc\warehouse1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (159152 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (236062 bytes)
Error loading studio model ""!
Error! prop_static using model "models/props_c17/FurnitureRadiator001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/FurnitureRadiator001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:\Litany\mapsrc\warehouse1.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 6

** Executing...
** Command: "d:\program files\steam\steamapps\dead_passive\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Litany" "D:\Litany\mapsrc\warehouse1"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading d:\litany\mapsrc\warehouse1.bsp
reading d:\litany\mapsrc\warehouse1.prt
523 portalclusters
1618 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (73)
Optimized: 305 visible clusters (0.00%)
Total clusters visible: 79428
Average clusters visible: 151
Building PAS...
Average clusters audible: 432
visdatasize:64419 compressed from 75312
writing d:\litany\mapsrc\warehouse1.bsp
1 minute, 14 seconds elapsed

** Executing...
** Command: "d:\program files\steam\steamapps\dead_passive\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Litany" "D:\Litany\mapsrc\warehouse1"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\litany\mapsrc\warehouse1.bsp
1727 faces
416632 square feet [59995036.00 square inches]
4 displacements
3329 square feet [479465.25 square inches]
1727 patches before subdivision
21485 patches after subdivision
10 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (59)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 939107, max 255
transfer lists: 7.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(27767, 17889, 13058)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(5451, 1938, 946)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1526, 299, 119)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(476, 49, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(161, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(57, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(21, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0323 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 324/8192 3888/98304 ( 4.0%)
brushsides 2075/65536 16600/524288 ( 3.2%)
planes 1204/65536 24080/1310720 ( 1.8%)
vertexes 3780/65536 45360/786432 ( 5.8%)
nodes 1143/65536 36576/2097152 ( 1.7%)
texinfos 444/12288 31968/884736 ( 3.6%)
texdata 40/2048 1280/65536 ( 2.0%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 324/0 6480/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 8480/0 8480/0 ( 0.0%)
faces 1727/65536 96712/3670016 ( 2.6%)
origfaces 961/65536 53816/3670016 ( 1.5%)
leaves 1160/65536 64960/3670016 ( 1.8%)
leaffaces 2099/65536 4198/131072 ( 3.2%)
leafbrushes 686/65536 1372/131072 ( 1.0%)
surfedges 12204/512000 48816/2048000 ( 2.4%)
edges 7771/256000 31084/1024000 ( 3.0%)
worldlights 10/8192 880/720896 ( 0.1%)
waterstrips 133/32768 1330/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2973/65536 5946/131072 ( 4.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1367108/0 ( 0.0%)
visdata [variable] 64419/16777216 ( 0.4%)
entdata [variable] 14161/393216 ( 3.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/7970 ( 0.0%)
pakfile [variable] 20195/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 159152/4194304 ( 3.8%)

Total Win32 BSP file data space used: 2111359 bytes

Linux Specific Data:
physicssurface [variable] 236062/6291456 ( 3.8%)

Total Linux BSP file data space used: 2188269 bytes

Total triangle count: 4910
Writing d:\litany\mapsrc\warehouse1.bsp
1 minute, 27 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Litany\mapsrc\warehouse1.bsp" "d:\program files\steam\steamapps\SourceMods\Litany\maps\warehouse1.bsp"

** Executing...
** Command: "d:\program files\steam\steamapps\dead_passive\half-life 2\hl2.exe"
** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Litany" -dev -console +sv_lan 1 +map "warehouse1"
Re: Textures not lighting up properly. Posted by DrFrag on Tue Jun 21st 2005 at 1:11am
DrFrag
62 posts
Posted 2005-06-21 1:11am
DrFrag
member
62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
I've had a look at the map. Your problem is a mix of dim lighting and the use of models/props textures on walls.

First of all, don't use grey light. You might as well use a dimmer white light, at least then you'll have a better idea of how bright it actually is.

Put your ambient lighting up to, say, 255 255 255 500.

Replace all your models/props textures with regular textures (eg. replace models/props_debris/plasterwall034c with plaster/plasterwall034c). Models/props textures turn black at certain angles.

After this, the remaining dark rooms are dark because there are no light entities in them.

While I'm at it, the brush at 1568,-336,-204 has a nodraw texture on a visible surface.
Re: Textures not lighting up properly. Posted by Badgerac on Tue Jun 21st 2005 at 10:08am
Badgerac
14 posts
Posted 2005-06-21 10:08am
Badgerac
member
14 posts 1 snarkmarks Registered: Jan 29th 2005 Occupation: Musician
I'll give all of that a try, thanks. Although the texture used for my floor isnt a model/prop texture :S

EDIT: I've tried those things, but the problem is still there :sad:
Re: Textures not lighting up properly. Posted by French Toast on Tue Jun 21st 2005 at 11:22am
French Toast
3043 posts
Posted 2005-06-21 11:22am
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Why did you mark it right?
Re: Textures not lighting up properly. Posted by Badgerac on Tue Jun 21st 2005 at 12:03pm
Badgerac
14 posts
Posted 2005-06-21 12:03pm
Badgerac
member
14 posts 1 snarkmarks Registered: Jan 29th 2005 Occupation: Musician
I didn't...
Re: Textures not lighting up properly. Posted by DrFrag on Tue Jun 21st 2005 at 2:15pm
DrFrag
62 posts
Posted 2005-06-21 2:15pm
DrFrag
member
62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
Maybe I was marked right by some kind of cosmic karma. ;-)

If you like, I can e-mail you the working vmf.
Re: Textures not lighting up properly. Posted by Badgerac on Tue Jun 21st 2005 at 9:25pm
Badgerac
14 posts
Posted 2005-06-21 9:25pm
Badgerac
member
14 posts 1 snarkmarks Registered: Jan 29th 2005 Occupation: Musician
yes that would be very handy! You've managed to fix the problem with the floor? I tried what you said and it made no difference :S and I am yet to find another person who has had the same problem.

Thanks