• Purple tint on textures in map
    12 replies, posted
Recently for some reason one of the maps I'm using got a purple tint to the textures. I tried building cubemaps, thinking that was the problem but no luck, i even turned off specular with [code]mat_specular 0[/code] but no luck again the purple tint remains there Anyone can help ? [IMG]http://dl.dropbox.com/u/10798900/Pictures/c6m2_bedlam_d_cra0kalo0022.jpg[/IMG] if you can't see [IMG]http://dl.dropbox.com/u/10798900/Pictures/c6m2_bedlam_d_cra0kalo002222.jpg[/IMG] Yes, I think this started after I was messing around with console commands like mat_picmip -10
I can't notice any purple...ness.. Could be because I'm on an LCD and they're incapable of color reproduction aswell as contrast ratio. Try building your cubemaps?
[QUOTE=Folgergeist;32618102]I can't notice any purple...ness.. Could be because I'm on an LCD and they're incapable of color reproduction aswell as contrast ratio. Try building your cubemaps?[/QUOTE] I tried that :)
Place a shadow controller and set the desired settings. This seemed to work for me when i had Piss-colored shadows.
[QUOTE=sirdownloadsalot;32618131]Place a shadow controller and set the desired settings. This seemed to work for me when i had Piss-colored shadows.[/QUOTE] hmm shadow controller, btw can you see the pink? [editline]4th October 2011[/editline] Anyone else have ideas :(
That looks like a lightbounce issue, you'll notice a rainbow-like effect on baked shadows being run on a sharp angle form the light source. Have you tried adjusting the "Ambient" of your light_environment? Maybe make it bluer. If that doesn't help try playing with the lighting a little more. [editline]3rd October 2011[/editline] Also have you run a full compile or just a fast compile? Try also running the map with -final and see if the issue persists. [editline]3rd October 2011[/editline] That's all I got, if I'm wrong then I'm sorry if I didn't help anything.
It does seem like more of a light issue than cubemap one. try placing a light in the corner there and see if the purple tint is gone. If it is, it's the lack of light information and compiling without HDR that makes it. Either brighten it up with more light, or compile with HDR.
[QUOTE=Zyx;32619220]It does seem like more of a light issue than cubemap one. try placing a light in the corner there and see if the purple tint is gone. If it is, it's the lack of light information and compiling without HDR that makes it. Either brighten it up with more light, or compile with HDR.[/QUOTE] you see, its not my map thats the bad part. Also this wasn't happening before thats whats strange
[QUOTE=cra0kalo;32619231]you see, its not my map thats the bad part. Also this wasn't happening before thats whats strange[/QUOTE] Is it a recompile of a map? Check if it's also like that in the original one. I ask since the image name is c6m2_bedlam[B]_d[/B] usually meaning decompiled by Vtex.
[QUOTE=Zyx;32619242]Is it a recompile of a map? Check if it's also like that in the original one.[/QUOTE] Im going to try that :) [editline]4th October 2011[/editline] [QUOTE=Zyx;32619242]Is it a recompile of a map? Check if it's also like that in the original one. I ask since the image name is c6m2_bedlam[B]_d[/B] usually meaning decompiled by Vtex.[/QUOTE] Ok well i just found out the original map is from l4d and the guy who de-compiled and re-compiled it was his problem. The orginal map doesn't work in gmod. So i was thinking, and reading this forum [url]http://forums.steampowered.com/forums/showthread.php?t=997336[/url] it says use a env tonemap so without touching the map and using entspy could i add this entity to the map ? or with ent spy could i tick HDR or something
[QUOTE=cra0kalo;32619258]so without touching the map and using entspy could i add this entity to the map ? or with ent spy could i tick HDR or something[/QUOTE] I'm afraid not. It requires a full recompile with HDR enabled.
Found why it happens : [quote] its what happens when coloured lights try to fade out to black on high gamma machines. as the light rounds down it ends up with something like the RGB value of 1 0 0 because its rounded and fading out. that causes the green patch of light. The only really good solution is a fill light of a dark colour to make the room not pitch black so it fades into the dark colour rather than fading out to nothing. the light fades based upon its brightness and it fades down the colour if you have a really bright dark coloured light things dont illuminate too well but they fade out better. [/quote]
[QUOTE=Zyx;32619462]I'm afraid not. It requires a full recompile with HDR enabled.[/QUOTE] Just recompile with hdr.
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