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Help with test chamber lightning!

Hello you all!

Well, I've been working on a test chamber (my first one using Hammer, so you can figure the kind of problem I'm having) and everything I built looks great. I started shaping the chamber in PTI (after reading some posts here, I regret I did that) and exporting it to VMF file so I can edit it on Hammer. Changed it's aesthetic to Overgrown, created a skybox, detailed with props and its almost finished. But i'm having some strange problems related to it's lightning.
The first one is some light change that happens depending where I am inside the chamber.
http://i.imgur.com/ogaHXFZ.jpg
http://i.imgur.com/FduiAIw.jpg
When I pass by some places, the floor light becomes stronger than the rest of the chamber structure.
The only light source i'm using is the skybox and warm light strips. The obs rooms are off and destroyed.

http://i.imgur.com/NWQDJwj.jpg
As for the skybox, everything is working almost fine.
I have light coming from the ceiling, have the light_environment, env_sun and shadow_control entities (with the proper setup made) have it's decoration with rusted frames, foliages (with env_wind, almost hugged the computer when it worked on the first try :lol:) just got it all. The only thing I haven't got are the shadows coming from the props. I figured out why I don't have them while I was reading Rubrica's excellent post about aesthetics. To have them, I have to add some lines to the VRAD setting. So here is my question: how do I do it? I know how to access this setting, but only how to access.
OBS: I feel that these two problem have a connection

Well, any more details just ask me, and thanks in advance! TWP has been helping me a lot :thumbup:

Please disregard any undeserved compliments.


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Hey,

The strange lighting on the floor and walls you are getting is probably due to using vertex textures, search for used textures in the texture browser, and make sure you aren't using tem.

As for the shadows, use a env_projected_texture entitiy. This will create nice shadow effects (make sure to enable shadows in the projected texture's properties).

Hope that helps you out some :thumbup:

This Signature is Beyond Your Range of Seeing.

Image

All I can say is YAY!
It worked, the lightning aspect looks waaaaaaay much better!
Now I'm getting familiar with that env_projectedtexture, I'm seeing some shadow already, it just need some adjustment.

Just another question, I've put a trigger_once for the PTI voting dialog in the map, also the PTI globals, for this to work, and the arrival_departure_transition_ents. When I'm testing it, the voting dialog doesn't come up when the elevator starts to go down (the trigger is in the elevator pit) instead, the sound of elevator fades and the screen goes black. The only sound I hear is from the industrial soundscape. Is it normal because i'm only testing the map or there is something wrong?

Thanks for the help! :-D

Please disregard any undeserved compliments.


Steam Profile
Workshop

Instead of env_projected_texture you also can set the lightmap scale of a surface to 1 or 2. It takes longer to compile, but shadows will be very sharp, too. Advantage here: not as resource-intensive as projected_texture and you can use it everywhere while projected_texture can be only activated at one time (multiple env_projected textures can't be enabled at the same time).

The PTI vote screen only shows up when the map is fully published. The map name should be printed to the developer console if it triggered correctly.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
TeamSpen210 wrote:
The PTI vote screen only shows up when the map is fully published. The map name should be printed to the developer console if it triggered correctly.

And it is! Thanks :thumbup:

Skotty wrote:
Instead of env_projected_texture you also can set the lightmap scale of a surface to 1 or 2. It takes longer to compile, but shadows will be very sharp, too. Advantage here: not as resource-intensive as projected_texture and you can use it everywhere while projected_texture can be only activated at one time (multiple env_projected textures can't be enabled at the same time).

I've read something about it on VDC, I'll try this on!
EDIT
I've tried and the shadow aspect looks way much better. Btw the map is finished, just posted it on the downloads!

Please disregard any undeserved compliments.


Steam Profile
Workshop