Static Prop Renders... Bright!

Static Prop Renders... Bright!

Re: Static Prop Renders... Bright! Posted by G.Ballblue on Thu Dec 22nd 2005 at 12:53am
G.Ballblue
1511 posts
Posted 2005-12-22 12:53am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
User posted image

In text for those who might have trouble reading the font:

On the left is a prop_physics I made with a green lego skin -- it looks
pretty good to me. I then had to turn around and convert the
model into a prop_static type model -- yes, it was modified in the .qc
file via the use of Cannonfodder's StudioCompiler.
But when the new prop_static renders in-game, it looks bright beyond
fullbright! All the noise in the skin is now gone, except for the
grooves on the top of the skin!

Hammer is reporting no errors in the compile, and HL2 isn't giving me
any errors in the console. Any ideas as to what's contributing to
this odd in game rendering?
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Static Prop Renders... Bright! Posted by HazardGameR^ on Thu Dec 22nd 2005 at 12:27pm
HazardGameR^
75 posts
Posted 2005-12-22 12:27pm
75 posts 27 snarkmarks Registered: Nov 30th 2005 Occupation: Student Location: Denmark
Might be because it's 2 different entities? pssst
Re: Static Prop Renders... Bright! Posted by fishy on Thu Dec 22nd 2005 at 2:02pm
fishy
2623 posts
Posted 2005-12-22 2:02pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
post the 2 qc files
i eat paint
Re: Static Prop Renders... Bright! Posted by G.Ballblue on Thu Dec 22nd 2005 at 5:39pm
G.Ballblue
1511 posts
Posted 2005-12-22 5:39pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
post the 2 qc files
Well, CFSC doesn't exactly need me to have a pre-set up .qc file... It
sort of generates one depending on how I set certain parameters in the
GUI. Even if I did have a pre-set up .qc, I can't seem to get my
own to work with StuioCompiler, so I just use the built-in parameters.

Anyways, managed to get screenshots of them.

The following images are the parameters for the static_prop.

User posted image

User posted image

User posted image

User posted image

The following is the ONLY DIFFERENCE from the static prop. Please see the red dots on the image!

User posted image

Since you have all the other setting for the static prop, they are
exactly the same for the physics prop, with the exception of the
marked-in-red changes.

Please also note that I have no inputs/commands under LOD's, Gibs, and Additional Commands, for both the static and the physics.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Static Prop Renders... Bright! Posted by Andrei on Fri Dec 23rd 2005 at 3:40pm
Andrei
2455 posts
Posted 2005-12-23 3:40pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Seeing as how "complex" the model is, why not make it a good ol' brush
instead and just use the func_physbox entity? EH? Or are those just
example models?

For HL1 we used to have a _maxlight command. You could use smart edit to add this command to your prop and see what happens.
Re: Static Prop Renders... Bright! Posted by wil5on on Fri Dec 23rd 2005 at 10:35pm
wil5on
1733 posts
Posted 2005-12-23 10:35pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Try putting some lights in the map and running with RAD, that may help.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Static Prop Renders... Bright! Posted by G.Ballblue on Fri Dec 23rd 2005 at 10:42pm
G.Ballblue
1511 posts
Posted 2005-12-23 10:42pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Sorry I've missing from this thread for a day, but now I'm here to get to it:

@Wil5son: Can't do anything to the map atm, getting an abnoxious
error when trying to fire Hammer up, since the new update (and it's not
the stupid one I mentioned in the General Banter forum :razz:
) It seems that there are other people suffering from the same
problem I'm getting, when trying to use CFSC.

@Andrei: Well, these models sort of are a test -- in the sense
that they're the first models I'm implementing, but eventually they
will be used in the map I'm working. And as for not making the
static_prop into a brush? Well, I've gotta learn how to make a
static_prop some time : Might as well start now :smile:
func_physboxing wouldn't work, because the material is a model
material, and incompatible with brushes -- plus, I get more control
over a prop_physics than I do with a func_physbox.

@Hazzard: You need two different entities if you want both a prop
static and prop physics. Also, you can't just use a prop_physics
model as a prop_static entity. I don't quite understand what you're
saying though -- be more detailed?
Breaking the laws of mapping since 2003 and doing a damn fine job at it