Re: bad/strange lightning of prop_physics entities in map
Posted by TheSchwartz on
Fri Dec 31st 2004 at 12:28pm
Posted
2004-12-31 12:28pm
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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
Posted
2004-12-31 12:49pm
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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
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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 satchmo on
Fri Dec 31st 2004 at 6:24pm
satchmo
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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
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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
Posted
2005-01-01 10:31pm
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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
Posted
2005-01-01 10:41pm
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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
Posted
2005-01-01 10:44pm
satchmo
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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
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