Re: textures black
Posted by rebelyell on
Thu Mar 23rd 2006 at 6:54pm
5 posts
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Registered:
Mar 6th 2006
Hey guys, I finally got started mapping after having read a number of tutorials on this and other HL2 sites. I have two rooms where everything is lit correctly and no texture problems. Then I put a doorway in a common wall separating the two rooms, added a frame (func_detail), and a prop_door_rotating. On my first compile after adding the doorway/door, the ceiling texture in the first room is rendering as black. It is not a prop texture, but a concrete/conc... texture. It rendered fine until I added the doorway. I didn't have an env_cubemap in the first small room, so I added one. No change, the ceiling is still being rendered as black by the engine. No Leaks! No complile errors in log. The situation doesn't occur in Hammer, only in the compiled map viewed in game. I did a search for "textures+black" before posting, but none of the situations were like mine. Any assistance would be most appreciated. I want to get this resolved before progressing in the second room...
Re: textures black
Posted by (-[PREDATOR]-) on
Thu Mar 23rd 2006 at 8:13pm
65 posts
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Registered:
Aug 5th 2004
Occupation: Student
Location: Koszalin, Poland (Polska)
I have the same porblem. I used double prop_door_rotating and a frame with func_detail. This frame (with function) is mooved into solid wall. Check that your frame isn't in solid block. Eventually move frame to world (to solid).
Re: textures black
Posted by fishy on
Fri Mar 24th 2006 at 12:01am
Posted
2006-03-24 12:01am
fishy
member
2623 posts
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Registered:
Sep 7th 2003
Location: glasgow
i'm not trying to be funny, but is there any light shining on the ceiling?
i eat paint
Re: textures black
Posted by rebelyell on
Fri Mar 24th 2006 at 1:34am
5 posts
1 snarkmarks
Registered:
Mar 6th 2006
Hey guys, thanks for replying so quickly. I'm really anxious to continue working, but can't until I resolve this. As for the frame being pushed into the wall, it's not. A template was used to carve the wall for the door/frame, then the frame was made to the exact size to fit the opening, and the door made to the exact size to fit the frame. The wall is a brush, the frame is a func_detail (to keep from splitting the wall surface), and the door is a prop_door_rotating. If I change the frame from func_detail back to world, won't that defeat the purpose of the func_detail??? As for the question about light shining on the ceiling, the light fixtures are defined in lights.rad and are therefore light-emitting textures. The light emitting surface is applied to the face of a brush that was made a func_detail. Before cutting the opening for the door/frame, the ceiling was lit just fine and the texture was visible. Any other thoughts???
Re: textures black
Posted by (-[PREDATOR]-) on
Fri Mar 24th 2006 at 2:15pm
65 posts
567 snarkmarks
Registered:
Aug 5th 2004
Occupation: Student
Location: Koszalin, Poland (Polska)
I suppose, when you use flashlight on the black wall testing this map it's still all black. I don't have more ideas how to fix that. Maybe wall with black side isn't a simply block and it have been cut (by crave option), or edited to other solid body.
Re: textures black
Posted by rebelyell on
Sat Mar 25th 2006 at 1:46am
5 posts
1 snarkmarks
Registered:
Mar 6th 2006
FIXED, FIXED, FIXED!!! Finally found it! I decided I must be overlooking something obvious and I was. I went back and read my log again, line by line, word by word. And right there in front of me was the word "LEAKED"! I had one face of an entity touching the void. I loaded the pointfile, found the leak, and repaired it. Saved the map, compiled, and BAM, texture returned to the ceiling. I know this will be a lesson to me and I hope others that are rather new at mapping in Source will learn from it. READ THE LOG. I know I will from now on. Thanks to all who posted. I'm off to see the Wizard...