While you're at it, you should take care of this issue:
[quote]FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1698.7 3469.8 544.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 5005130: [/quote]
Which means there's either a huge brush near those coords or a weird shape that it can't handle properly. Problem could also lie in lighting settings for the model, but don't pin me to that.
prop_static models will be dark like that if their model origin is inside world geometry. You can fix the problem by using an info_lighting entity and telling the prop_static to use that for lighting purposes.
The way info_lighting works is that during the radiosity process, the prop_static entities are moved to the location where the info_lighting is so the model is lit from that location, then it's moved back to the location it was originally.
If you use info_lighting correctly, it works fairly well, though if the model doesn't have enough polygons, the lighting can still look pretty bad.
If I use info_lighting the propper model will not looks like when it was a brush.
It's not really possible to get a model to have the same lighting fidelity as a world brush. Props use vertex lighting and the light quality is directly proportional to the number of polygons/verticies it has. If the faces on the model are large and flat, the light quality is going to look like crap.
World brushes on the other hand are chopped into (usually) 16x16 pixel chunks for radiosity bounces and have much more detailed lighting.
If you want the curved wall piece to look like a world brush, then you're going to have to make it a world brush (func_detail.)
The problem is i very need to convert this into propper model because i reach the brush limit and can't compile my map.
Your map looks awfully familiar:
[thumb]http://puu.sh/8WCRc.png[/thumb]
I hope you haven't decompiled the sector C maps from Black Mesa Source, and are attempting to put them all in one map :V
If you are, then remember that the single player maps are designed to have a lot of detail, and it isn't just a case of 'stitching' them together.
[QUOTE]I hope you haven't decompiled the sector C maps from Black Mesa Source, and are attempting to put them all in one map :V[/QUOTE]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=196960165"]http://steamcommunity.com/sharedfiles/filedetails/?id=196960165[/URL]
Use an info_lighting entity to fix this, the x that marks the point where the light is calculated on the model is intersecting the wall/floor/ceiling.
In this instance, you could probably also use the -StaticPropLighting option on VRAD. This means that it lights the props on a per vertex basis instead of using the origin; I normally have this on by default as although it increase compile times, it does make the lighting on props look a lot better.
[URL]https://developer.valvesoftware.com/wiki/Advanced_Lighting#-staticproplighting[/URL]
Also, fix the leak as everyone else has said!
[B]Edit: Just realised, you already use this in your compile log! Looking at the prop, I'm going to have at a guess it has normal/bump maps? In which case, you'll need an info_lighting as everyone else has said![/B]
[QUOTE=TheMafieuur;44878601][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=196960165"]http://steamcommunity.com/sharedfiles/filedetails/?id=196960165[/URL][/QUOTE]
You should really delete the testchamber, it's probably a large amount of brushes just for a room with one purpose (so people can roleplay the resonance cascade over and over again).
If you've tried everything and it still appears dark, just leave it as a func_detail and propper something else, it's only 1 brush and sometimes it's not worth the hassle.
1) First of all, make sure that your props are being lit with static prop lighting and VRAD doesn't skip on you.
2) Make sure models origin is outside of any geometry. This doesn't matter much for static prop lighting though, but will for dynamic lighting.
3) Make sure every vertex of this brush is actually outside of any map geometry. If a vertex is inside map geometry, it will be not lit. So if all four corners of your brush are inside a wall, it will always stay dark
4) You can always improve quality of vertex lighting by converting select faces into a displacement. It has little real effect on performance unless you abuse it, but higher vertex density allows you to have shadows and such cast upon the brushes, and also more often than not fixes the whole 'black face lighting' error IF you know what you're doing with it
Okay, i change parameters on propper_model and now it's good, but the problem is i have ugly shadows on the model :
[QUOTE][IMG]http://cloud-4.steampowered.com/ugc/3282308670135924088/9750AC1DDFEAF25C56B1EB1BD8D819433C628140/1024x576.resizedimage[/IMG][/QUOTE]
Do you know how to fix it ?
[QUOTE=TheMafieuur;44887571]Okay, i change parameters on propper_model and now it's good, but the problem is i have ugly shadows on the model :
Do you know how to fix it ?[/QUOTE]
Try disabling Shadows on the prop
I tried and it not works.
Someone know how to fix this ?
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