I always seem to hit a roadblock when it comes to lighting, like this following situation:
I have these "gratings" that I would like to produce some decent shadows, but somehow I'm failing. Here's how it's setup in Hammer:
https://files.facepunch.com/forum/upload/114760/d6345440-7037-4908-947c-e6b5d2f4cf7d/shadows.jpg
The light spot has a brightness of 100, not sure if that's too low? The light entity below has a brightness value of 5 and 50 percent falloff distance set to 64. The walls and floor have a lightmap setting of 1.
And here's how it looks in HL2EP2 compiled with -textureshadows(though I believe the grating texture isn't set there by default? I didn't added it yet):
https://files.facepunch.com/forum/upload/114760/1136fa60-9157-48cf-bbc8-3ef56e73073d/20180719032132_1.jpg
Or do I need an env_projectedtexture/dynamic light for this?
Anyone have any suggestions to improve the lighting? Right now it just looks... off
https://files.facepunch.com/forum/upload/113201/9ef8376d-bef5-4433-b487-88c1d0d94f31/20180718213307_1.jpg
https://files.facepunch.com/forum/upload/113201/6f30ca64-d3f5-4fa7-8420-fb218a6439a0/20180718213305_1.jpg
env_projectedtextures will work for this, but its very restricted in its use.
Blocklight would work for this situation.
You can also make a model out of the grates to do this, but block light would be good for a quick fix.
I think all you really need to do is increase the lightmap scale, and lighten up those really dark trims on the roof. Also you should fix whatever is causing this.
https://files.facepunch.com/forum/upload/293415/03e23586-c18e-4391-9f03-47b930e5ffc0/20180718213305_1.jpg
Apparently you can't have an env_overlay on a lightmap 1 wall, since it hits too many brushes. Makes sense now that I think about it, seeing that the lightmap basically tells VVIS how many brushes to cut? Or did I misunderstand that?
Anyways I ran into a new problem, it seems the blocklight texture is "eating" parts of the grating?
https://files.facepunch.com/forum/upload/114760/0423df10-6715-41c5-a8d9-620ee96bb23c/20180719063803_1.jpg
The only thing I could imagine is that it's due to it being kinda "off grid", else it wouldn't match the texture really.
https://files.facepunch.com/forum/upload/114760/431602ed-e88e-4932-992b-26ef843636b8/grafik.png
I guess it's time for propper.
I actually have some lighting questions of my own...
I know I have asked this before, I just accidentally berried it into a earlier post, I made sure to move it.
(1)
How do mappers typically handle elevator lights? I tried using a light_dynamic but it doesn't seem to light up anything, and right now I am currently using a env_projectedtexture but it doesn't look all that great and it has a limit of one (This is for Garry's Mod so I don't know if that is the actual limit.)
https://files.facepunch.com/forum/upload/293415/941f9163-e670-431a-a061-d0203415b54a/lightHelp1.png
You can see it looks strange do to the lack of light bounce, I probably could add something that will bake lights in this whole elevator. The thing is, I want to avoid using the env_projectedtexture all together.
(2)
Am I using more info_lighting entities then I should? I have abut 25 of them, I am basically placing one for each prop with bad lighting. Though there is a lot of cases where props are in a symmetrical environment where the lighting isn't any different.
Should I start erasing my info_lighting where lighting is the same? Or is it better practice to have lots of info_lighting entities?
(3)
My trusses seem to have some flicker to them, I can't really move them apart since it will detach them.
https://files.facepunch.com/forum/upload/293415/e81510a1-199c-4ccf-9166-ec06e2488371/lightHelp2.png
Here I marked where the sides are conflicting. What do you think would be the best course of action? If I remember there is a truss texture, I could put a block over it... But, perhaps there is a compile I can perform to stop this? That would save me from racking up the face limit.
How do I allign these displacements? Right is 1024 high and left is 768 hight. I tried all sort of combinations of power (3, 4, 2, 1.5, 0,75) but I cant seem to figure it out.
https://files.facepunch.com/forum/upload/292028/2a0c6e72-66eb-4734-99bd-76387cde18e2/afbeelding.png
I keep having gaps no matter how I do them. Even when sewing.
https://files.facepunch.com/forum/upload/292028/30fd0f32-6618-486b-9d89-097eab32c4cf/afbeelding.png
Displacements will sew when both sides are the same length or one is half the length of the adjacent side. So one is 512x512 while the other is 256x512 will still sew
You can fake an env_overlay by making a nodraw brush 1 unit thick, and submerging it so only 0.1 units of it is sticking out (don't worry, precision errors won't happen here), and then just applying the texture on 1 face, and making it a func_detail or func_illusionary. The only downside is that you can't manipulate the texture other than resizing it or rotating.
If you're using a decal/overlay material, it should work even when you don't leave the overlay brush sticking out a little bit. The material itself causes it to render with a slight depth offset, so it's fine even if the brush face is completely level with the world geometry.
light_dynamic should work fine, but its settings are a bit unintuitive if you're used to regular lights. Here are the settings I'm using for an elevator with an interior of roughly 128x144x120 units:
https://files.facepunch.com/forum/upload/132366/e3b17394-24f6-4d52-ba35-f5f96382f418/image.png
Also remember to turn off the 'Do not light world/models' flags if necessary.
info_lighting entities are used by the compiler only. As far as I understand, there's no performance impact compared to not using any. (But keep in mind that compiling with -StaticPropLighting
might yield better results)
Those are models, right? If you move them apart by like 0.1 unit or so (use Ctrl+M for precise movement along one axis), it should fix the issue and the player will probably be none the wiser.
The new elevator light works like it should with those settings, yeah the settings for that are very different then normal. I thought I had to have a light angle, and I thought it required an end radius... Guess not, lol.
That's right, I forget info_lighting entities are erased during compile... I will keep that compile command in mind.
My trusses are being difficult though... Moving them apart even by 0.3 doesn't really fix them.
how would you guys handle making curtains, like shower curtains.
not looking for some super intractable ragdoll thing, just something that looks like a curtain enough
Other than a model you could make a Displacement that is slightly transparent
Ill give that a go sometime, thanks
Does anyone know what could be causing this?
https://i.imgur.com/pEUWhNh.jpg
I was making props with propper yesterday and now my prop_dynamics dont have collisions anymore. These are switches from trakpak2. And they are set correctly. I even tried remaking them but the trains will simply clip through them.
I dont have these problems with prop_statics
You can import minecraft maps in hammer, usefull if you want to do a quick "template" version of your map before starting the real work.
But instead, minecraft maps have spread like cancer on every server map rotation.
Abit late but, Garry's mod doesn't support instances iirc. You can come around it by "collapsing" the instances in hammer before compiling, then undoing after.
I might wanna ask how mc maps work in Source? i tried one for sfm cause scout can double jump onto 32 height blocks, but normal Source is limited to 24 (?). Gotta do 3 blocks at 72 full height? Seems a lil off to me. Well.
I believe you can change the size of each block when exporting from MC. The normal height that a person can walk up without jumping is 18 units.
Today I saw that static props in my map turned dark with r_PhysPropStaticLighting set to 1.
https://files.facepunch.com/forum/upload/710/4bf89f67-aadf-4cea-9798-f13789b648da/image.png
Does anyone know how I can control props' static lighting in my map? Is it even map related?
What exactly are you trying to do?
Ah yes, importing Minecraft maps into Hammer.
I just tried it, what an experience. I ended up with a 160MB VMF file and when I opened it (which took Hammer approximately 10 minutes), it was inexplicably missing two thirds of the map.
Good shit.
I'm trying to not have my server's clients render props completely black if said props aren't moving :V
I saw that on gm_construct the same issue exists, only partially: props that become static are rendered with different lighting than moving props, however in gm_construct's case this lighting still (somewhat) matches what you'd expect lighting to look like, however in my map it's just completely black. So I figured it must be something relating to my map's (ambient?) lighting settings.
I have a question about the level-design subforum itself. Hopefully it is okay to post it here since I did not want to make a new thread. Is this subforum limited to Garrys mod/Source/Hammer or would it be okay to post level designs questions about other engines or level design questions in general (What makes a good platforming level, what makes a good shooter level etc)?
Are we talking about prop_static? If so there are expert compile settings that will light them more accurate
-staticproppolys and -staticproplighting
Excellent, this seems like the stuff I was looking for, thanks!
Does J.A.C.K. 1.1.1064 already use ZHLT?
I mean the ZHLT 3.4 hlbsp.exe is 90.112 Bytes while the one from J.A.C.K. is about 307.712 Bytes?
Or better: What's the "go to" way for GoldSrc mapping in 2018? I know there's VHE 3.4, 3.5, J.A.C.K. and Sledge that people use, so I'm kinda lost.
Is it possible to lift players from ground with push force? trigger_push doesn't work unless you jump, I read I could use AddOutput > basevelocity 0 0 10000 but it doesn't work and sends me the log
unhandled input: (basevelocity 0 0 10000) -> (player,player)
is basevelocity csgo only thing or am I doing something wrong? i'm using gmod
JACK ships with "VHLT" v33, an updated version of the ZHLT tools.
You can grab the latest version of the tools here: VHLT Downloads & Changelogs
JACK's pretty much the go-to Goldsrc mapping tool, it has a few shortcomings due to its support for other games, but it's better than Hammer by a longshot.
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