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Bad Lighting

Hey there,

I've just finished my first text chamber in hammer but have one more thing to fix. After I compile and run the game, I get some weird unrealistic lighting at some spots of the map.
Please take a look at the attachments.

I'm looking forward to hear from you!

Cheers!

???????????????????????????????????????????????Modding beginner. But ready to learn.
????????????????????????????????????????????????????????Visit my Steam profile!

About the plants, you have to set "disable shadows" in the prop's properties to YES.

Revise every "dark" texture and make sure none has the part "_vertex" as sufix.

Introduce more lighting; despite of your issues there is TOO few lighting there

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^ what he said is basically all the problem... but you also have some misaligned textures



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

I tested this area with many and none lights before but the problem stays the same.
I can't figure out where I can take a look at a suffix of an entity (this is a 90? panel) too yet.

???????????????????????????????????????????????Modding beginner. But ready to learn.
????????????????????????????????????????????????????????Visit my Steam profile!

lighting is mostly precompiled, so your brushes will keep their lighting the same even when panels move



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

I know, but I still don't know how to fix this issue.

???????????????????????????????????????????????Modding beginner. But ready to learn.
????????????????????????????????????????????????????????Visit my Steam profile!

I find it a bit tough to understand what's the problem here. Is it that that is a moving brush, maybe a rotating panel and that it is noticable darker when turned around?

If so, you can either:

- add light behind it and adjust until you eventually find the settings that make both sides appear nice enough.

- or have the brush start fliped around so that it gets proper light during compiling. Then, add a logic_auto that OnMapSpawn moves the panel to it's undeployed state. This way, it will look good when turned around. Downside: the other, probably black, side might still appear way darker and you might still have to add light behind the panel.

iSpectra wrote:
I tested this area with many and none lights before but the problem stays the same.
I can't figure out where I can take a look at a suffix of an entity (this is a 90? panel) too yet.

He's talking about the texture on the panel. Open the Face Edit Tool and left-click the weirdly lit surface, then look at the name of the texture. If it says something_vertex, it'll cause weird lighting glitches.

Falsi sumus crusto!

Hmmmm.... without having the .vmf this issue is a bit difficult to solve, but, being a PTI map being modified in hammer, there are many things that can be causing the lighting issues on thata rotating panel.... but I'm with Zivi here, maybe the func_brush panel is spawned at a wrong position and it isn't casting light at all during the compile.

@iSpectra:

- First, could you post the .vmf so we can check?
- Have you ever change the position of that panel from where it was orignally created in the PTI?
- Can you revise all the settings and attachments in that rotating panel and also in the model arm/s?

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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