stupid ass lighting problem AGAIN

Trinityxero

Newbie
Joined
Jul 22, 2004
Messages
263
Reaction score
0
Ok so hammer has to be so gay again... after a few weeks of work and an ass load of CRASHES from hammer i finnaly got the better version of my map done... the problem is the same as the last map i made... the stupid light_enviroments crap out on me again... i set it to what the original map was set at... and i still get part lit up and part so shadowed >.< its a eye sore to look at... i opened some of the valve tut maps and copyed the light_env properties... same problem its half lit and half shadowed HAS ANYONE GOT A FIX FOR THIS (second time ive asked here)
 
as i said... ive tryed the old map settings and ive copyed ones from the tut... -90 dosent work and YEAH thats the asnwer i got LAST TIME

and why are all my props like lowest quallity when i compile
 
What do you mean by: props like lowest quallity? > Screenshots needed
"part lit up and part so shadowed" > Screenshots needed
 
ok, still waiting for the "too much shadow" screenshot, and if you can post a screen inside Hammer with the light environment properties, that'd help.
 
change the damn pitch....no sunlight goes straight down to the ground....at least i dont think...and if the sunlight did go straight down....it would probably look something like that.
 
dude ive tryed all kinda of pitch...ive tryed -90 -80 ... even -90 with a 140
 
are you having lighting problems with brushes that are func_detail? sometimes func_details will have wierd lighting....otherwise i coudlnt tell you whats up.
 
Then how about a pitch of -40? Are you overriding the number of bounces VRAD calculates or leaving it at default?

[edit: oh, yeah, and listen to the poster below me, too.]
 
Can you post a screenie of the env_environment settings please.
It looks like the "Pitch Yaw Roll angles" value is something like -90, 0, 0 and the actual pitch isn't a negative value like -78. Wierd.
 
....here

Vrad bounces? ... i just use default "simple" compile... bsp normal rad and vis are on fast (speeds it up a lot) :afro:
 
You run fast VIS and RAD and expect high-quality anything? Pity. :P

It's not possible to change the number of bounces or any other options with the Simple compiler.
 
worked on the original... no lighting problem thare

last time i checked running all that crap on high takes 24hour+
 
Raeven0 said:
You run fast VIS and RAD and expect high-quality anything? Pity. :P

It's not possible to change the number of bounces or any other options with the Simple compiler.


i expect a FULLY LIT MAP not high quallity shadows

now a few months back before valve release that update i could run vis and rad on fast and still get a fully lit map... how do i increase my lighting without running it on normal
 
Try to turn off Vis, and set ligthing (RAD) to Normal. I should not take very long. And see if the lighting is Correct.
Dont turn on Vis untill you get the lighting corrected. This Is to make Compileing Faster.
 
Not running VIS disables light bouncing entirely. Only direct lighting is performed.

Feel free to post an example map containing erroneous lighting so we can all see what the problem is. And point and laugh. And such.
 
Trinityxero said:
worked on the original... no lighting problem thare

last time i checked running all that crap on high takes 24hour+

If it takes 24hours+ to compile your map on normal settings you did something wrong unless it takes most of the grid space wich is about half a square mile.
 
slow portal flows... long compileing times... takes HOURS and HOURS... cant ever fix a bug that way :thumbs:
 
Processor / RAM specs?

I suggest scrapping the map and redoing it if all else fails. Trust me, restarting something brings about much better results, anyways.
 
this is the 2nd time ive remade it... how do i increase light bounceing without running vis on high

2.0GHZ genuine intel, 512MB of Crucial ram PC2100 :sniper:

running compileing on max would over heat my proc and burn it out...
 
Hmmmm, wait... I wonder if VRAD already calculates as many bounces as the light can possibly perform. Must find CST master amckern.
 
uhh.... what dose that mean? ... processor getting hot... portal flow is so slow
 
Wait a minute... you had leaks?

*bangs head on desk repeatedly*
 
..........

Someone explain to him what leaks do to a map... I've run out of patience.
 
i know what a leak is... its a break in the brushes that exposes the interior of the map to the black void (outside) you dont need to explaine it to me :bonce: vis / rad whatever it is renders evreything outside to... also lighting it :thumbs: aka makeing compileing times LONGER...

my point is i was given the wrong answers when yall knew the right ones!

I dont care about leaks... i just wanted a well lit map... makeing things "details" slowed my frames from 70+ to about 30... :farmer:
 
Bob, if you have leaks you won't get proper lightning, same thing if you don't compile with normal settings. Lightning should be the last thing you make in your map. You can place some light here and there to lit your level for testing purpose but don't expect to get good results with leaks and fast compile (and i'm not even talking about the fps).
 
Back
Top