Try setting your inner cone radius to something low
I'll try setting the inner cone to a lower value, but I really doubt it'll make a difference.
Anyways, here's a screenshot showing where the light_point is relative to the corridor.
https://files.facepunch.com/forum/upload/176557/88879da8-113e-44ef-948a-f8a97d59f389/image.png
Did you happen to create a leak in your map after adding the light_spot? It should say so in your compile log. That will prevent lights from bouncing entirely.
I checked for a point file, as it would have been generated in the event of a leak, but there wasn't one to load.
I'm pretty sure RAD doesn't run in the event there's a leak, meaning everything is fullbright, but that's not what I'm seeing.
VRAD can still run when there's a leak, but it'll only calculate direct lighting.
Does your light_spot have a name? That will also prevent it from bouncing.
... oh.
I am wondering how do I get rid of this green and red tint on models. I don't knw why this happens, but I cannot stand it, please help.
https://steamuserimages-a.akamaihd.net/ugc/957474553947305294/8DF3173D2F4E5483DD25D209A07453DC0455C39E/
https://steamuserimages-a.akamaihd.net/ugc/957474553947305713/1231CCE3DC048BB9DD59EB2F4B3802C377C3D2AC/
But the back is fine??
https://steamuserimages-a.akamaihd.net/ugc/957474553947306073/A1EA3E009E0D19B6FED690CB5CAB262897B88D3A/
I did a lot of tests, completely deleted 3d skybox and this didn't help.
Then I deleted half of my map and this line was disappeared, after that I did that manipulations to other half and it worked.
Any ideas what can cause this shadow?
Idk is it the right place to ask, but does anybody know how to create breakable peops ? What I must write in .qc file to make it breakable ? I've checked the valve wiki, but is seems doesn't work for me
https://files.facepunch.com/forum/upload/133429/81b128c2-2ad0-4330-aa29-5dea316fadd8/Desktop Screenshot 2018.11.26 - 01.34.07.88.png
So I'm guessing that nobody knows about this.
Why isn't my VTFedit creating VMFs? Whenever I make a custom texture in VTFedit, it creates the VTF but then I have to manually create the VMF. Not only that, but when I use GCFScape and extract materials from a game, it only extracts the VTFs, and the VMFs aren't anywhere to be found.
You searching for the wrong file type? Those are VMT files not VMF. You may have to additionally check if your anti virus is not flagging them as a threat. Or check if you have a software installed that flags them as system files and hides them after they are automaticly generated. You can untick systme files in the windows folder options. The thing is when you create them yourself, they may just not hide.
Really weird issue. mmh.
Is there any compile options for vrad that will help with extremely dark environments having colored streaks near the edge of shadows? I've had this issue for years and I've always wondered if there's anything to mitigate or get rid of this problem. Having -both and -final on seems to help a bit, but not as much as I'd like.
Hopefully this can be of use
"GameInfo"
{
game "ZombieSurvivalContent"
InstancePath "F:\Github\SourceEngineContent\Instances"
GameData "base.fgd"
FileSystem
{
SteamAppId 320
SearchPaths
{
game |all_source_engine_paths|ZombieSurvivalContent/VPK_EPISODES/hl2ep1.vpk
game |all_source_engine_paths|ZombieSurvivalContent/VPK_EPISODES/hl2ep2.vpk
game |all_source_engine_paths|ZombieSurvivalContent/VPK_COUNTERSTRIKE_SOURCE/cstrike.vpk
game |all_source_engine_paths|SourceMP_Custom/ImportantVPK/_ficool2_overhauled_tf2_fgd_v1.3.vpk
game |all_source_engine_paths|SourceMP_Custom/ImportantVPK/casko_base.vpk
game |all_source_engine_paths|SourceMP_Branch/csgo.vpk
game |all_source_engine_paths|SourceMP_Branch/l4d2.vpk
// game |all_source_engine_paths|SourceMP_Branch/bms.vpk
game |all_source_engine_paths|SourceMP_Branch/insurgencyfoliage.vpk
game |all_source_engine_paths|hl2/hl2_textures.vpk
game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
game |all_source_engine_paths|hl2/hl2_misc.vpk
game |all_source_engine_paths|hl2/hl2mp.vpk
game+mod |all_source_engine_paths|hl2/
game+mod |all_source_engine_paths|SourceMP_Custom/
game+mod |all_source_engine_paths|SourceMP_Branch/
game+mod |all_source_engine_paths|ZombieSurvivalContent/
game+mod |all_source_engine_paths|ZombieSurvivalContent/VPK_EPISODES/
game+mod |all_source_engine_paths|ZombieSurvivalContent/VPK_COUNTERSTRIKE_SOURCE/
platform |all_source_engine_paths|platform/platform_misc.vpk
mod+mod_write+default_write_path |gameinfo_path|.
game+game_write ZombieSurvivalContent
gamebin ZombieSurvivalContent/bin
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
game+download ZombieSurvivalContent/download
}
}
}
I just wanted to ask if your friend is willing to release all the csgo particles, but converted to the orangebox version, or if hes changed his mind about releasing his tool.
He's still working on it, but it should be done soon enough. You'll have to convert the particles yourself though.
It's great to hear he's still working on it, I am pretty excited to use it soon, any idea around what time it'll be released?
So you know how sprites can be oriented (like fire) to point up at all times. Im trying to do that but have it point at a different normal instead of up. Any Ideas ?
A question I posed on oldpunch but didn´t really get any clear answer to:
Would it be okay to post images in this thread and get people's suggestions on map designs for engines outside of Source/Hammer?
Not sure really, but what engines would you talk about?
2D/Dungeon design is what I was thinking foremost about. Gamemaker and Unity.
BSP node with unbounded volume error appears though even all brushes are in the map
Pointfile doesn't show any leaks either
Model related quick question, didn't want to make new thread - has $treeSway been added into the public/main/whatever versions of Garry's Mod yet?
Been trying to compile models with it using Gmod's bin compilers but keep getting "bad command "$treeSway" errors even though multiple sources claim it's been added in already.
Isn't tree sway a material parameter?
Is anyone aware of a work around for compiling with both static prop lighting and normal/bump maps on props? It seems like such a weird limitation that source can't handle both at the same time. You also can't use any of the phong/rimlight parameters with static lighting for anything other than CS:GO.
This also causes issues if any of the skins have these parameters enabled. One of the skins on the rocks had normal maps enabled which broke the lighting even though it wasn't the selected skin. It must check all of them when compiling the map in case you try to change them ingame.
I wonder if it was something put in place because of hardware limitations back in the day and could be easily enabled now or if it's a more complex issue with how the shaders were implemented.
StaticPropLighting enabled without normal maps and phong/rimlight:
https://files.facepunch.com/forum/upload/277767/107e55e1-703e-472f-99ff-b347ab664139/20190125015944_1.jpg
Normal maps, phong, and rimlight enabled which automatically disables StaticPropLighting:
https://files.facepunch.com/forum/upload/277767/1047ebcc-4fbe-4755-ad4a-95f7d52cf4da/20190125020325_1.jpg
Everything turned off:
https://files.facepunch.com/forum/upload/277767/638a5b0b-7448-4e26-929e-45436388ebb5/20190125020358_1.jpg
Anyone know what's going on with smoothing on these faces on the arches?
Created using the arch tool, standard procedure, ertex edited to merge bottom and center-top pieces into triangles and to form the rest of the arch
It's all on grid and only the inwards facing faces are set to smoothing group 1 or whatever, all of the arches in the map do this - except for the one in the top pic, which looks fine except it only has the issue on one side.
https://files.facepunch.com/forum/upload/1086/17695f87-5c1a-4241-9131-6aebafedd5c3/20190125115446_1.jpg
https://files.facepunch.com/forum/upload/1086/7efb7c4d-6a46-490d-9b8f-c7ffcf57bdca/hammer_2019-01-25_11-58-10.jpg
https://files.facepunch.com/forum/upload/1086/fa30ad86-2e1c-4158-a110-e6dd5b5f36b1/20190125115450_1.jpg
https://files.facepunch.com/forum/upload/1086/c8e6a457-824c-441e-bffe-d47f0fd53d7d/hammer_2019-01-25_11-58-44.jpg
There is a small light infront of the arch on the bottom pic, I've already tried removing it, it has no effect on this issue.
if your compiling with expert are you using -smooth on the vrad cmd line if not it defaults to a 45 degree angle add -smooth 20 and see if that works
https://files.facepunch.com/forum/upload/128723/09ab4901-1a6c-4eeb-ae5f-a97f7ec8ae51/image.png
if you use some thing like compilepal there an option to set the angle for the -smooth cmd
I just use the regular Hammer compiler, added the -smooth 20 parameter which did help for one area - though very inconsistently, it also fucked up the other arches in the first image and turned those faces non-smoothed
I'm not really sure at all what a good value would be too use with -smooth but I can try 5 or so I guess
I have a question: is there any way to fix cubemaps in maps made on Source 2013 branch? I tried several ways (for example, this one), but these damn black cubemaps still appear and it really upsets me.
Also check your lightmap density on those surfaces. More cells means a better smoothing effect. Set it to like 8 or 4.
Sorry, you need to Log In to post a reply to this thread.