Annoying shadow on diagonal wall
Quote from FelipeCaners on February 27, 2013, 6:21 amI live in Brazil, actually. That room doesn't have an env_projectedtexture entity. The other room used to have, but I removed since its effect was not so impacting as I thought it would. I have already tried to change the angle of the light_spot entity so it could face that wall(s), but it had no effect.
[EDIT]
I removed the other room, but the problem still persists. Here's the edited level: http://www.4shared.com/file/OtQnQ9jO/po ... ited_.html.
For some reason, my window frame is now looking too overbright.I don't want you to forget that the odd shadows appear even when I move that angled wall backwards:
FelipeCaners wrote: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.
I live in Brazil, actually. That room doesn't have an env_projectedtexture entity. The other room used to have, but I removed since its effect was not so impacting as I thought it would. I have already tried to change the angle of the light_spot entity so it could face that wall(s), but it had no effect.
[EDIT]
I removed the other room, but the problem still persists. Here's the edited level: http://www.4shared.com/file/OtQnQ9jO/po ... ited_.html.
For some reason, my window frame is now looking too overbright.
I don't want you to forget that the odd shadows appear even when I move that angled wall backwards:

Quote from josepezdj on February 27, 2013, 6:58 amCan you try to erase that adjacent wall beside the diagonal one (the one that is receiving the shadows) and create it again from scratch as a test?
Can you try to erase that adjacent wall beside the diagonal one (the one that is receiving the shadows) and create it again from scratch as a test?
Quote from FelipeCaners on February 27, 2013, 7:12 amIt didn't work.
It didn't work.

Quote from josepezdj on February 27, 2013, 8:01 amFelipeCaners wrote: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.Btw, you can check this in the Face edit sheet dialog box. Open it then select the brush/es side/s... then pick "smoothing groups" and there you'll see if any of the boxes (with a number on it) is checked or not
Dude, I continue staring at that picof yours thinkingg of any other possible reason, but I'm afraid that I won't have any luck until I arrive home and check it personally, sry.
In the meantime, go check the awesome post about lightning that Nacimota once worte here.
Btw, you can check this in the Face edit sheet dialog box. Open it then select the brush/es side/s... then pick "smoothing groups" and there you'll see if any of the boxes (with a number on it) is checked or not
Dude, I continue staring at that picof yours thinkingg of any other possible reason, but I'm afraid that I won't have any luck until I arrive home and check it personally, sry.
In the meantime, go check the awesome post about lightning that Nacimota once worte here.
Quote from FelipeCaners on February 27, 2013, 8:45 amDon't worry about that, I appreciate your help anyway.
Sure, I can read the post. It's always a good thing learning more, especially lighting. I will also continue my work on the level. I aim to recreate Portal's levels to maintain design continuity with Portal 2. It's not going to be easy. xD
Don't worry about that, I appreciate your help anyway.
Sure, I can read the post. It's always a good thing learning more, especially lighting. I will also continue my work on the level. I aim to recreate Portal's levels to maintain design continuity with Portal 2. It's not going to be easy. xD

Quote from josepezdj on February 28, 2013, 5:45 amDude, I'm sorry, I gave it a go yesterday at home and changed a lot of things to isolate the source of that shadowing. The truth is that I didn't manage to get a clear fix for it. I was only able to get rid of it by spotting the diagonal wall from the main room using a light_spot. It seems that VRAD doesn't like that kind of angled walls
and due to its "not normal" orientation in the world, it gets dizzy when creating the lightmaps for that side.
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Things I didn't try (because of lack of time):
- Increase the lightmap scale for the texture in the angled wall and the adjacent wall (up to for example 64)
- FULL Compile (don't know if this would make any difference though)
- Adding a Light_Environment to check a more widely spreaded lighting effect
- Change that kind of observation room erasing the brush wall closer to the angled wall making the observation room more square-shaped (in the case that this might have to do with the creation of those shadows).I'll give it another go later today.
Dude, I'm sorry, I gave it a go yesterday at home and changed a lot of things to isolate the source of that shadowing. The truth is that I didn't manage to get a clear fix for it. I was only able to get rid of it by spotting the diagonal wall from the main room using a light_spot. It seems that VRAD doesn't like that kind of angled walls and due to its "not normal" orientation in the world, it gets dizzy when creating the lightmaps for that side.
Things I didn't try (because of lack of time):
- Increase the lightmap scale for the texture in the angled wall and the adjacent wall (up to for example 64)
- FULL Compile (don't know if this would make any difference though)
- Adding a Light_Environment to check a more widely spreaded lighting effect
- Change that kind of observation room erasing the brush wall closer to the angled wall making the observation room more square-shaped (in the case that this might have to do with the creation of those shadows).
I'll give it another go later today.
Quote from FelipeCaners on February 28, 2013, 7:05 amYes, VRAD really seems to don't like that kind of orientation, as I could tell when I moved the wall backwards.
As for the full compile, are you talking about a advanced full compile? If so, I already tried that. And I thought the light_environment only had any effect in TOOLSKYBOX-affected areas.
Just for the sake of trying, I will rotate the whole map and see what I get.
Yes, VRAD really seems to don't like that kind of orientation, as I could tell when I moved the wall backwards.
As for the full compile, are you talking about a advanced full compile? If so, I already tried that. And I thought the light_environment only had any effect in TOOLSKYBOX-affected areas.
Just for the sake of trying, I will rotate the whole map and see what I get.
Quote from Lpfreaky90 on February 28, 2013, 9:14 amI wouldn't try light_environment because it increases the compile time dramatically.
Remember when skotty TopHatt and I told you to collapse the instance?
Maybe import this map as an instance into another map. With a bit of luck the lighting is done differently; that happens with instances and maybe it works
I wouldn't try light_environment because it increases the compile time dramatically.
Remember when skotty TopHatt and I told you to collapse the instance?
Maybe import this map as an instance into another map. With a bit of luck the lighting is done differently; that happens with instances and maybe it works
Quote from Skotty on February 28, 2013, 9:52 pmLpfreaky90 wrote:Remember when skotty and I told you to collapse the instance?Interesting. I never posted in this thread so far.
I guess the easiest would be to give the VMF to some experienced person, like lpfreaky, Chicken or me, and we will find out the problem.
Interesting. I never posted in this thread so far.
I guess the easiest would be to give the VMF to some experienced person, like lpfreaky, Chicken or me, and we will find out the problem.
Quote from Lpfreaky90 on February 28, 2013, 10:19 pmSkotty wrote:Lpfreaky90 wrote:Remember when skotty and I told you to collapse the instance?Interesting. I never posted in this thread so far.
I guess the easiest would be to give the VMF to some experienced person, like lpfreaky, Chicken or me, and we will find out the problem.
Sorry
![]()
I ment TopHattMy fault
Interesting. I never posted in this thread so far.
I guess the easiest would be to give the VMF to some experienced person, like lpfreaky, Chicken or me, and we will find out the problem.
Sorry
I ment TopHatt My fault