Compiled map is black and textures aren't recieving light
20 replies, posted
It looks like my map has a leak, but Hammer can't locate any problems with it, so I'm totally confused.
The models are receiving light but not any of the textures.
Is there another reason my map could be doing this? I can't locate any issues in the log, nor can Interlopers.
[IMG]http://img89.imageshack.us/img89/3406/5vjd.jpg[/IMG]
Maybe it has to do with the texture itself? The walls look fine.
Take a look at the textures material file (.vmf), it might have something in it that shouldn't be there?
Is this CSGO? If so you have to compile with HDR.
Check your 3d skybox (if you have one). Make sure there's nothing that would be casting a shadow over the entire main map.
I've considered all of these and I have compiled it with HDR, but none of them fix it.
The buildings in the distance are models by the way. Every single texture in the level won't receive light.
I've tried copying a pasting the map to another game file, but that won't work, so I know Hammer isn't shitting on me.
This may sound stupid, but have you checked and fiddled around with the light_environment?
[QUOTE=Nightscout;41800036]This may sound stupid, but have you checked and fiddled around with the light_environment?[/QUOTE]
Yeah. I considered perhaps the sun was pointing upwards or something, but nope. It's fine.
I've compiled it with the default and this issue still arises.
[QUOTE=Paw;41800729]Yeah. I considered perhaps the sun was pointing upwards or something, but nope. It's fine.
I've compiled it with the default and this issue still arises.[/QUOTE]
Make sure the models aren't casting shadows in the 3D skybox. Set them to disable them.
[QUOTE=Stiffy360;41800997]Make sure the models aren't casting shadows in the 3D skybox. Set them to disable them.[/QUOTE]
The map doesn't have a 3D skybox at the moment.
Is your light_enviornment's pitch a negative number?
Check your lightmap grid for very low values (2/1/0), or alternatively just select everything and set it to 16 if you can't be bothered to scour around.
[QUOTE=Firegod522;41804443]Is your light_enviornment's pitch a negative number?[/QUOTE]
Like I said before, I stuck a new light_env in there and even the default didn't work.
It's usually at -90 or -60, which is basically straight down or at an angle.
Also, my lightmaps are all at 16 so that's not it either. There must be a solution.
check if the texture isn't a model texture it doesn't play well with being placed in hammer
[QUOTE=Jojje;41808461]check if the texture isn't a model texture it doesn't play well with being placed in hammer[/QUOTE]
It has nothing to do with one texture, it's all of them.
Have you tried copying your map into a new .vmf? Paste Special
[QUOTE]
[number] degenerate face(s)
Description:
A degenerate face is a face with no area. For instance, when two of its points are at the same place or three vertices on one line. Rarely, this error can cause all the lighting in your level to become black. If this happens, you will have to track down the degenerate face(s). This is however rare, so only go after the face if your level turns completely dark or you experience other strange errors.
Solution:
Don't try to fix this error if you don't experience strange problems, it will take you ages to find them in your level (trial and error, most likely). You will want to examply vertex-manipulated brushes first.
Generally, this error may be ignored
Last contribution: Mr. Happy
[/QUOTE]
Looks like you've gotten this error, you have 28 degenerate faces and one of them is causing it. Use the Hammer problem checker and see if that fixes the issue, since I believe it can deal with these. I could be wrong though.
[QUOTE=Zanarias;41818124]Looks like you've gotten this error, you have 28 degenerate faces and one of them is causing it. Use the Hammer problem checker and see if that fixes the issue, since I believe it can deal with these. I could be wrong though.[/QUOTE]
Aaah good find! Lets see if I can hunt it down.
Try using the Cordon Tool and compiling half of the map, then finding the half with the source of the error and compiling half of that, then half of that, and keep doing it until you get to the brush(es) causing the issue. Then delete and re make them c:
Sorry, you need to Log In to post a reply to this thread.