Annoying shadow on diagonal wall
Quote from TopHATTwaffle on February 26, 2013, 3:10 pmjosepezdj wrote:Cause those textures you're using for the walls are not vertex textures right? Are they stock ones or custom?Vertex textures would be lit differently. They are defiantly lightmappedgeneric.
Vertex textures would be lit differently. They are defiantly lightmappedgeneric.
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 HMW on February 26, 2013, 3:19 pmAnother shot in the dark: do you have any smoothing groups active on that wall?
Another shot in the dark: do you have any smoothing groups active on that wall?
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Mevious on February 26, 2013, 3:56 pmYet another shot in the dark just to cover all the bases: Does your map have a leak?
Yet another shot in the dark just to cover all the bases: Does your map have a leak?
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from portal2tenacious on February 26, 2013, 4:09 pmMevious wrote:Yet another shot in the dark just to cover all the bases: Does your map have a leak?Portal 2 maps don't compile if they have leaks
Portal 2 maps don't compile if they have leaks
Quote from FelixGriffin on February 26, 2013, 5:47 pmYou can change the compile settings so that they do. Some people's default fails on a leak, like mine, while others' don't.
You can change the compile settings so that they do. Some people's default fails on a leak, like mine, while others' don't.
Quote from TopHATTwaffle on February 26, 2013, 5:52 pmFelixGriffin wrote:You can change the compile settings so that they do. Some people's default fails on a leak, like mine, while others' don't.But no one will actually change this...
But no one will actually change this...
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, 5:59 pmTopHATTwaffle wrote: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.:/I redownloaded my binary files, used the clipping tool, but nothing worked (I'm getting tired of saing "nothing works" xD).
josepezdj wrote: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.
I can't tell about their lighting properties, don't know about those. But, yes, they are stock textures, used in official Portal 2 levels.
Well, I can post the .vmf file, but it uses some resources from the original Portal, and that's why I created a new folder under "SourceMods". They are pa(c)ked in my custom pak01_dir.pak file. Would you need it?
HMW wrote:Another shot in the dark: do you have any smoothing groups active on that wall?I don't know how to check if they are smooth grouped, although I know how it works. I thought it could be the case based on the shadows, but since I created those same walls so many times, it's unlikely they are part of some smooth group.
Mevious wrote:Yet another shot in the dark just to cover all the bases: Does your map have a leak?It doesn't. I won't even bother posting my issue if I had a leak (aka I would fix that first).
portal2tenacious wrote:Mevious wrote:Yet another shot in the dark just to cover all the bases: Does your map have a leak?Portal 2 maps don't compile if they have leaks
That. My maps don't compile if they have leaks either.
I redownloaded my binary files, used the clipping tool, but nothing worked (I'm getting tired of saing "nothing works" xD).
Also, please post the .vmf and let us compile it for you to check if the issue also happens to us.
I can't tell about their lighting properties, don't know about those. But, yes, they are stock textures, used in official Portal 2 levels.
Well, I can post the .vmf file, but it uses some resources from the original Portal, and that's why I created a new folder under "SourceMods". They are pa(c)ked in my custom pak01_dir.pak file. Would you need it?
I don't know how to check if they are smooth grouped, although I know how it works. I thought it could be the case based on the shadows, but since I created those same walls so many times, it's unlikely they are part of some smooth group.
It doesn't. I won't even bother posting my issue if I had a leak (aka I would fix that first).
Portal 2 maps don't compile if they have leaks
That. My maps don't compile if they have leaks either.

Quote from josepezdj on February 27, 2013, 3:07 amOK, after revising everything and checking the pictures closely, to me it's obvious that the diagonal wall is not being lit properly because it is paralell to the light_spot or the env_projectedtexture spotting cone. Take for instance this picture. The diagonal wall is located right in that penumbra on the left part...
Felipe, would you tell us the brightness values of the light_spot, env_projectedtexture coming from that observataion room, or even ALL properties. Check and say also if they are active on map spawn or not...
Another option I've thought of is that the shadows are being created by the orientation of the env_projectedtexture: maybe its spotting cone is poiting right to a world brush that's the edge of the observation room and it's projecting that shadow. try moving the env_projectedtexture so this doesn't happen... make it closer to the window and try deliberately to spot the angled wall.
OK, after revising everything and checking the pictures closely, to me it's obvious that the diagonal wall is not being lit properly because it is paralell to the light_spot or the env_projectedtexture spotting cone. Take for instance this picture. The diagonal wall is located right in that penumbra on the left part...
Felipe, would you tell us the brightness values of the light_spot, env_projectedtexture coming from that observataion room, or even ALL properties. Check and say also if they are active on map spawn or not...
Another option I've thought of is that the shadows are being created by the orientation of the env_projectedtexture: maybe its spotting cone is poiting right to a world brush that's the edge of the observation room and it's projecting that shadow. try moving the env_projectedtexture so this doesn't happen... make it closer to the window and try deliberately to spot the angled wall.
Quote from FelipeCaners on February 27, 2013, 5:34 amI'll do the following: the level is divided in two rooms ? the one where you wake up in the vault, and the one where where I'm experiencing the odd shadows. I'll try to remove the first room and see what happens. If the problem persists, I can send you the .vmf containing just that room (since it doesn't require non-Portal 2 assets, except GLaDOS' lines, which are not important).
I'll do the following: the level is divided in two rooms ? the one where you wake up in the vault, and the one where where I'm experiencing the odd shadows. I'll try to remove the first room and see what happens. If the problem persists, I can send you the .vmf containing just that room (since it doesn't require non-Portal 2 assets, except GLaDOS' lines, which are not important).

Quote from josepezdj on February 27, 2013, 5:55 amDone
However I won't be able to take a look until this evening (Spain time... I'm guessing you live in Portugal, am I right? so more or less today at 19:00h... 18.00h for you) because I'm not sat at my computer atm (but in my workplace). Maybe some could take a look sonner than me though...
However, I was only asking you to check the orientation that the observation room's env_projectedtexture has now
Done However I won't be able to take a look until this evening (Spain time... I'm guessing you live in Portugal, am I right? so more or less today at 19:00h... 18.00h for you) because I'm not sat at my computer atm (but in my workplace). Maybe some could take a look sonner than me though...
However, I was only asking you to check the orientation that the observation room's env_projectedtexture has now