Annoying shadow on diagonal wall
Quote from TopHATTwaffle on February 26, 2013, 11:44 amThis is a shot in the dark. What are you compiling on? Normal VRAD and VVIS compiles? Or are you using an advanced final compile?
Also, At this point, that level is so tiny anyways, just use the func_brush if you cannot figure this out within an hour.
This is a shot in the dark. What are you compiling on? Normal VRAD and VVIS compiles? Or are you using an advanced final compile?
Also, At this point, that level is so tiny anyways, just use the func_brush if you cannot figure this out within an hour.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)

Quote from josepezdj on February 26, 2013, 11:47 amI think that he already did, zivi7...
Felipe, I know the lights coming from the observation room if you're using an instance, I was meaning the rest.... outside the observation room... Try higher values for that light entity you placed outside instead, and place it in the center of the chamber. Increase the intensity parameter (the last value of the 4 ones) to for example 30 and also increase the value for Constant to for example 1000. Let us know then.
I think that he already did, zivi7...
Felipe, I know the lights coming from the observation room if you're using an instance, I was meaning the rest.... outside the observation room... Try higher values for that light entity you placed outside instead, and place it in the center of the chamber. Increase the intensity parameter (the last value of the 4 ones) to for example 30 and also increase the value for Constant to for example 1000. Let us know then.
Quote from TopHATTwaffle on February 26, 2013, 11:57 amjosepezdj wrote:I know the lights coming from the observation room if you're using an instance, I was meaning the rest....josepezdj wrote:observation room if you're using an instance, I wasWAIT FOR IT
josepezdj wrote:using an instanceCollapse the instance, I bet the issue goes away. I've have VERY strange lighting issues with instances before.
WAIT FOR IT
Collapse the instance, I bet the issue goes away. I've have VERY strange lighting issues with instances before.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from Lpfreaky90 on February 26, 2013, 12:11 pmTopHATTwaffle wrote:Collapse the instance, I bet the issue goes away. I've have VERY strange lighting issues with instances before.It totally does not make sense; since it should be the first thing that vbsp does. But indeed; it messes up greatly sometimes. So I agree: collapse and try again!
as an instance:
collapsed:
It totally does not make sense; since it should be the first thing that vbsp does. But indeed; it messes up greatly sometimes. So I agree: collapse and try again!
as an instance:
collapsed:
Quote from FelipeCaners on February 26, 2013, 12:17 pmI moved the angled wall backwards and the result was odd: http://imageshack.us/a/img10/1301/movewallportal2.jpg. If I just remove that angled wall, the lighting becomes perfect, just like here: http://imageshack.us/a/img213/6724/testportal2.jpg. But I want that angled wall with the right lighting with only those two lights, like in here: http://imageshack.us/a/img689/2287/func ... ortal2.jpg (using the func_brush workaround).
@TopHATTwaffle: I'm compiling under normal settings: http://imageshack.us/a/img199/5760/compilinghammer.png. Yes, if the problem persists, I'll be forced to use the func_brush workaround.
@josepezdj: I understood your question, but that's the point: I have just those two lights ligthing the room. In the other room, only the two lights coming from the window were enough, and they gave me a beautiful white room, no hard shadows, no too dark shadows.
[EDIT]
@TopHATTwaffle, @Lpfreaky90: what do you mean with "collapse" the instance? Copy its contents to my actual map file?[EDIT]
Never mind, I found it in the "Instancing" menu. I will try it out.
I moved the angled wall backwards and the result was odd: http://imageshack.us/a/img10/1301/movewallportal2.jpg. If I just remove that angled wall, the lighting becomes perfect, just like here: http://imageshack.us/a/img213/6724/testportal2.jpg. But I want that angled wall with the right lighting with only those two lights, like in here: http://imageshack.us/a/img689/2287/func ... ortal2.jpg (using the func_brush workaround).
@TopHATTwaffle: I'm compiling under normal settings: http://imageshack.us/a/img199/5760/compilinghammer.png. Yes, if the problem persists, I'll be forced to use the func_brush workaround.
@josepezdj: I understood your question, but that's the point: I have just those two lights ligthing the room. In the other room, only the two lights coming from the window were enough, and they gave me a beautiful white room, no hard shadows, no too dark shadows.
[EDIT]
@TopHATTwaffle, @Lpfreaky90: what do you mean with "collapse" the instance? Copy its contents to my actual map file?
[EDIT]
Never mind, I found it in the "Instancing" menu. I will try it out.
Quote from TopHATTwaffle on February 26, 2013, 12:20 pmPlease collapse the instance, then try again. If that still does not work, do an advanced final compile. (Hopefully it will fire the rays from the props in a more... not derp manner.)
If all those fail, use the func_brush. BUT COLLAPSE IT FIRST.
Please collapse the instance, then try again. If that still does not work, do an advanced final compile. (Hopefully it will fire the rays from the props in a more... not derp manner.)
If all those fail, use the func_brush. BUT COLLAPSE IT FIRST.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from FelipeCaners on February 26, 2013, 12:36 pmNeither the collapsing nor the advanced full compiling worked. I'll try to delete the entire "bin" folder and verify game cache integrity. Perhaps my build executables are damaged somehow, although it seems unlikely. Apparently, I'll have to use func_brush workaround. :
Neither the collapsing nor the advanced full compiling worked. I'll try to delete the entire "bin" folder and verify game cache integrity. Perhaps my build executables are damaged somehow, although it seems unlikely. Apparently, I'll have to use func_brush workaround. :
Quote from TopHATTwaffle on February 26, 2013, 12:40 pmOne last thing you could do, is create a brush and use the clipping tool. I know you said you used the Vertex tool last time. I don't see how it could really change anything, but it's worth a shot I guess.:/
One last thing you could do, is create a brush and use the clipping tool. I know you said you used the Vertex tool last time. I don't see how it could really change anything, but it's worth a shot I guess.:/
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from FelipeCaners on February 26, 2013, 12:45 pmI'm pretty sure it won't work, since I already tried to use a clipped block made into a triangular prism, instead of a wall. But I'll try it once the files finish downloading.
I'm pretty sure it won't work, since I already tried to use a clipped block made into a triangular prism, instead of a wall. But I'll try it once the files finish downloading.

Quote from josepezdj on February 26, 2013, 3:02 pmCause those textures you're using for the walls are not vertex textures right? Are they stock ones or custom?
Also, please post the .vmf and let us compile it for you to check if the issue also happens to us.
Cause those textures you're using for the walls are not vertex textures right? Are they stock ones or custom?
Also, please post the .vmf and let us compile it for you to check if the issue also happens to us.