props over lit

props over lit

Re: props over lit Posted by coldbladed on Tue Dec 7th 2004 at 6:06am
coldbladed
62 posts
Posted 2004-12-07 6:06am
62 posts 6 snarkmarks Registered: Nov 11th 2004
I'm working on a map with some prop style walls. I am using a prop_static with the world model props_debris/plaster_wall002a.mdl

The problem is that when I enter the map, the textures of these props
are lit up as if fullbright is on, even though all other walls are
using what appears to be the exact same texture and are lit normally.
The effect is some normal looking walls that have some sections with
holes that are remarkably clean or well lit. Any suggestions?
Re: props over lit Posted by coldbladed on Tue Dec 7th 2004 at 6:17am
coldbladed
62 posts
Posted 2004-12-07 6:17am
62 posts 6 snarkmarks Registered: Nov 11th 2004
Hmm I recompiled and it worked this time. No clue what I did.

Any ideas? :sad:
Re: props over lit Posted by ZivZulander on Tue Dec 7th 2004 at 10:25am
ZivZulander
9 posts
Posted 2004-12-07 10:25am
9 posts 1 snarkmarks Registered: Dec 5th 2004
Put cubemaps in your level and then compile the map. Load it up and type buildcubemaps in the console - should solve the problem and make it look amazing (well...it did for me)
Re: props over lit Posted by coldbladed on Tue Dec 7th 2004 at 6:59pm
coldbladed
62 posts
Posted 2004-12-07 6:59pm
62 posts 6 snarkmarks Registered: Nov 11th 2004
I'll try this as soon as I get home, thanks
Re: props over lit Posted by coldbladed on Mon Dec 13th 2004 at 2:25am
coldbladed
62 posts
Posted 2004-12-13 2:25am
62 posts 6 snarkmarks Registered: Nov 11th 2004
I'm reviving this thread because my props are again being all bright,
even though brushes with the same textures are not bright, and also
because I really don't know what a cubemap is so I can't make one...

So, any help for props who have textures that are overly lit?
Re: props over lit Posted by Nanodeath on Mon Dec 13th 2004 at 2:29am
Nanodeath
356 posts
Posted 2004-12-13 2:29am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Cubemaps. Just a env_cubemap point entity I believe...though I can't give you a lot of advice about placement. I do know that if you want a cubemap to be applied to specific brush faces there's an option for it...like Pick Faces or something.
Re: props over lit Posted by coldbladed on Mon Dec 13th 2004 at 3:02am
coldbladed
62 posts
Posted 2004-12-13 3:02am
62 posts 6 snarkmarks Registered: Nov 11th 2004
I see what the deal was, I was trying to get it to do my whole map by
putting it way up in the air. As a result it couldn't reach anything.
Once I put it closer it was fine. Thanks all
Re: props over lit Posted by Nanodeath on Mon Dec 13th 2004 at 3:21am
Nanodeath
356 posts
Posted 2004-12-13 3:21am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
That's sorta vague, but ok! Whatever works...
Re: props over lit Posted by coldbladed on Mon Dec 13th 2004 at 5:32am
coldbladed
62 posts
Posted 2004-12-13 5:32am
62 posts 6 snarkmarks Registered: Nov 11th 2004
I was refering to my env_cubemap

It was really really far away from the props so the props weren't refering to it and instead were lighting themselves