Problem with lighting (and PotatOS from nowhere)
Quote from JakeeeD on July 28, 2011, 2:41 pmFirst I want to thank you for your patience and help. I am a beginner, but I usually look at the VDC and tutorials before I ask questions here. I hope I'm not irritating you.
The main lighting in my map is the environment light emitted from skybox (from up). The map also has one projected texture and two or three spotlights, and one pointlight. The problem is that the lighting looks like this.
The compiler doesn't find any leaks and the lights don't have names. Does that happen because of too detailed lightmaps (I have read somewhere that it may be the reason for errors like that)?
And yes, I do have another question of course. My map has started to have PotatOS in the portal gun for some reason. I don't have any instances except global_ents.vmf and it's triggered to make the destroyed ambience to the map. 'Show potatos' in the weapon_portalgun entity is set to 'No'.
I hope somebody can help me. Thanks in advance.
First I want to thank you for your patience and help. I am a beginner, but I usually look at the VDC and tutorials before I ask questions here. I hope I'm not irritating you.
The main lighting in my map is the environment light emitted from skybox (from up). The map also has one projected texture and two or three spotlights, and one pointlight. The problem is that the lighting looks like this.
The compiler doesn't find any leaks and the lights don't have names. Does that happen because of too detailed lightmaps (I have read somewhere that it may be the reason for errors like that)?
And yes, I do have another question of course. My map has started to have PotatOS in the portal gun for some reason. I don't have any instances except global_ents.vmf and it's triggered to make the destroyed ambience to the map. 'Show potatos' in the weapon_portalgun entity is set to 'No'.
I hope somebody can help me. Thanks in advance.
Quote from Rubrica on July 28, 2011, 2:53 pmI don't know about the lighting, that's must weird, but I might be able to help with PotatOS. Are you sure that's the only instance you have - you're not using ne of the elevator instances? Because they can cause this to happen. There's a lengthy, non-newbie friendly way of making a new script file to combat this, however the much easier and, sadly, much lesser known, way to fix this is to create a logic_player proxy (name it whatever) and a logic__auto, with an output of 'OnMapSpawn;NAMEOFPLAYERPROXY;RemovePotatosFromPortalgun;---;0.50'. The delay is important; if you give it no delay, it doesn't work. Hope that helps, and if it was too complicated for you, say and I'll try and simplify it.
I don't know about the lighting, that's must weird, but I might be able to help with PotatOS. Are you sure that's the only instance you have - you're not using ne of the elevator instances? Because they can cause this to happen. There's a lengthy, non-newbie friendly way of making a new script file to combat this, however the much easier and, sadly, much lesser known, way to fix this is to create a logic_player proxy (name it whatever) and a logic__auto, with an output of 'OnMapSpawn;NAMEOFPLAYERPROXY;RemovePotatosFromPortalgun;---;0.50'. The delay is important; if you give it no delay, it doesn't work. Hope that helps, and if it was too complicated for you, say and I'll try and simplify it.
Quote from JakeeeD on July 28, 2011, 2:55 pmRubrica wrote:Are you sure that's the only instance you have - you're not using ne of the elevator instances?It's weird since I haven't used the elevator instances in that map. But thanks, I'm trying that way.
Still haven't figured out the lighting problem.
It's weird since I haven't used the elevator instances in that map. But thanks, I'm trying that way.
Still haven't figured out the lighting problem.
Quote from Brainstone on July 28, 2011, 4:56 pmI bet the textures which have strange lighting on them are named "XY_vertex". Apply the same textures without the "_vertex"-ending instead.
I bet the textures which have strange lighting on them are named "XY_vertex". Apply the same textures without the "_vertex"-ending instead.

