• SDK Hammer lighting problem
    18 replies, posted
I am not going to go too far into detail, but if more is needed, I will try to provide. Ok I have been working on my map for I while, I compile the map often to test things, and for the days I have been working on it, light and light_spot has been working just fine. Now ALL of my lights that have their appearance set to normal are not hitting the world, but hit models, props, and my viewmodel. Lights that have their appearance set to anything besides normal work just fine, but I need lights that do not change their brightness. I have tried using custom appearance but that did not work wither(probably used it wrong) I have also copied and pasted the entire map into a new file to see if that would resolve the problem. I am not sure why all of a sudden the lights just stopped working, maybe it is something that I put in that broke them, the last thing I worked on before this problem occurred was a radio model that activates a sound file when a player uses it(which works fine), and that is all I remember doing before the issue. I am a novice map maker, bu I am not a moron. Please ask for more information if you need it. Pictures: Map that use to be well lit [url]http://i.imgur.com/n4GxFHB.png[/url] Hammer with lights selected [url]http://i.imgur.com/FZlOG3M.png[/url] This lights has the appearance of flicker A [url]http://i.imgur.com/ww6TcAF.png[/url] Lights hitting models and my viewmodel, but not the map/brushes [url]http://i.imgur.com/pFqhJNn.png[/url] Compile log: ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.vmf" Valve Software - vbsp.exe (Aug 30 2013) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\materials Loading C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.vmf Can't find surfaceprop stone for material MINECRAFT/STONE/OBSIDIAN, using default "materials/program files (x86)/steam/steamapps/toexhead/garrysmod/garrysmod/test/face4k.vtf": cached version doesn't exist Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\gameinfo.txt Patching WVT material: maps/luxury_beta_v3/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/luxury_beta_v3/concrete/blendconcreterock001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (499842 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 845 texinfos to 554 Reduced 52 texdatas to 41 (1504 bytes to 1063) Writing C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod" -fast "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3" Valve Software - vvis.exe (Aug 27 2013) fastvis = true 4 threads reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.prt 1322 portalclusters 4581 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 44162 visible clusters (2.77%) Total clusters visible: 1593558 Average clusters visible: 1205 Building PAS... Average clusters audible: 1319 visdatasize:442518 compressed from 444192 writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3" Valve Software - vrad.exe SSE (Sep 16 2013) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp Setting up ray-trace acceleration structure... Done (0.20 seconds) 4245 faces 4 degenerate faces 171795 square feet [24738516.00 square inches] 8 Displacements 3441 Square Feet [495625.16 Square Inches] 4241 patches before subdivision 35807 patches after subdivision sun extent from map=0.000000 27 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6) transfers 7311246, max 1254 transfer lists: 55.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 1, 1) GatherLight: 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ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 10/1024 480/49152 ( 1.0%) brushes 554/8192 6648/98304 ( 6.8%) brushsides 4527/65536 36216/524288 ( 6.9%) planes 4540/65536 90800/1310720 ( 6.9%) vertexes 6627/65536 79524/786432 (10.1%) nodes 2602/65536 83264/2097152 ( 4.0%) texinfos 554/12288 39888/884736 ( 4.5%) texdata 41/2048 1312/65536 ( 2.0%) dispinfos 8/0 1408/0 ( 0.0%) disp_verts 1480/0 29600/0 ( 0.0%) disp_tris 2560/0 5120/0 ( 0.0%) disp_lmsamples 11614/0 11614/0 ( 0.0%) faces 4245/65536 237720/3670016 ( 6.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1882/65536 105392/3670016 ( 2.9%) leaves 2613/65536 83616/2097152 ( 4.0%) leaffaces 4887/65536 9774/131072 ( 7.5%) leafbrushes 2223/65536 4446/131072 ( 3.4%) areas 2/256 16/2048 ( 0.8%) surfedges 28165/512000 112660/2048000 ( 5.5%) edges 15423/256000 61692/1024000 ( 6.0%) LDR worldlights 27/8192 2376/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 7/32768 84/393216 ( 0.0%) waterstrips 467/32768 4670/327680 ( 1.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7095/65536 14190/131072 (10.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2739084/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 442518/16777216 ( 2.6%) entdata [variable] 99196/393216 (25.2%) LDR ambient table 2613/65536 10452/262144 ( 4.0%) HDR ambient table 2613/65536 10452/262144 ( 4.0%) LDR leaf ambient 4831/65536 135268/1835008 ( 7.4%) HDR leaf ambient 2613/65536 73164/1835008 ( 4.0%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 214644/0 ( 0.0%) physics [variable] 499842/4194304 (11.9%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 12151 Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp 13 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp"
This is what interlopers error page says. But i am not sure if thats the cause ofthe problem. [QUOTE]fastvis = true Description: You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause: Strange compile errors, like 'cluster saw into cluster' errors Strange errors ingame (including unexpected crashes) Hitting limits ingame, by skipping essential optimization processses Lower performance ingame Solution: If you experience any of these problems, and don't have any specific clues for the cause, please try to compile without the -fast option, see if that helps. If compiling without -fast is taking too long /seems to crash vvis, you may need to optimize your map using func_detail[/QUOTE]
[QUOTE=opti2000;44100310]This is what interlopers error page says. But i am not sure if thats the cause ofthe problem.[/QUOTE] I will try this, I compile in fast cause I do tests often(and do a full compile when I am done), it has been working for a while, but maybe it is hitting a limit. Thanks for the response, I will get back to you if it works. [editline]2nd March 2014[/editline] And another thing, when I compile in normal, when the vvis process starts, it rapes my CPU (4670k at 4.4Ghz) and my mouse is hard to move, acts sparaticly, and takes like 10 minutes just to go to windows task manager and set vvis's priority to low, is this normal? [editline]2nd March 2014[/editline] Compile in normal did not work, and it took forever [editline]2nd March 2014[/editline] here is the log for the normal compile, lights still do not work ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.vmf" Valve Software - vbsp.exe (Aug 30 2013) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\materials Loading C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.vmf Can't find surfaceprop stone for material MINECRAFT/STONE/OBSIDIAN, using default "materials/program files (x86)/steam/steamapps/toexhead/garrysmod/garrysmod/test/face4k.vtf": cached version doesn't exist Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\gameinfo.txt Patching WVT material: maps/luxury_beta_v3/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/luxury_beta_v3/concrete/blendconcreterock001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (502034 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 849 texinfos to 555 Reduced 52 texdatas to 41 (1504 bytes to 1063) Writing C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3" Valve Software - vvis.exe (Aug 27 2013) 4 threads reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.prt 1327 portalclusters 4591 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4456) Optimized: 6836 visible clusters (0.98%) Total clusters visible: 699355 Average clusters visible: 527 Building PAS... Average clusters audible: 1283 visdatasize:377519 compressed from 445872 writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp 1 hour, 14 minutes, 16 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3" Valve Software - vrad.exe SSE (Sep 16 2013) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp Setting up ray-trace acceleration structure... Done (0.20 seconds) 4268 faces 4 degenerate faces 171848 square feet [24746196.00 square inches] 8 Displacements 3441 Square Feet [495625.16 Square Inches] 4264 patches before subdivision 35956 patches after subdivision sun extent from map=0.000000 27 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 7348925, max 1254 transfer lists: 56.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 1, 1) GatherLight: 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ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 10/1024 480/49152 ( 1.0%) brushes 560/8192 6720/98304 ( 6.8%) brushsides 4563/65536 36504/524288 ( 7.0%) planes 4548/65536 90960/1310720 ( 6.9%) vertexes 6668/65536 80016/786432 (10.2%) nodes 2615/65536 83680/2097152 ( 4.0%) texinfos 555/12288 39960/884736 ( 4.5%) texdata 41/2048 1312/65536 ( 2.0%) dispinfos 8/0 1408/0 ( 0.0%) disp_verts 1480/0 29600/0 ( 0.0%) disp_tris 2560/0 5120/0 ( 0.0%) disp_lmsamples 11614/0 11614/0 ( 0.0%) faces 4268/65536 239008/3670016 ( 6.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1895/65536 106120/3670016 ( 2.9%) leaves 2626/65536 84032/2097152 ( 4.0%) leaffaces 4917/65536 9834/131072 ( 7.5%) leafbrushes 2236/65536 4472/131072 ( 3.4%) areas 2/256 16/2048 ( 0.8%) surfedges 28325/512000 113300/2048000 ( 5.5%) edges 15520/256000 62080/1024000 ( 6.1%) LDR worldlights 27/8192 2376/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 7/32768 84/393216 ( 0.0%) waterstrips 466/32768 4660/327680 ( 1.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7068/65536 14136/131072 (10.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2737964/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 377519/16777216 ( 2.3%) entdata [variable] 100465/393216 (25.5%) LDR ambient table 2626/65536 10504/262144 ( 4.0%) HDR ambient table 2626/65536 10504/262144 ( 4.0%) LDR leaf ambient 4855/65536 135940/1835008 ( 7.4%) HDR leaf ambient 2626/65536 73528/1835008 ( 4.0%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 214644/0 ( 0.0%) physics [variable] 502034/4194304 (12.0%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 12213 Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp 14 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\Luxury_beta_v3.bsp"
First, convert any of your displacements that are at a power of 4 to a power of 3. Power 4 displacements can cause problems during compiling. If that still doesn't work, upload your .VMF and I'll look at it.
I do have a displacement, but for at least 50 compiles it was not a problem, but I will give it a try anyways [editline]2nd March 2014[/editline] the displacement is a power of 3 and as for my .vmf, this is a VERY early version of this map, the basic structure if far from done and I have don't little in terms of optimization and adding nodraws to outside of map. This is intended to be a zombie survival map, and is not nearly done. [url]http://www.mediafire.com/download/c4pt01sb2o47j12/Luxury_beta_v3.zip[/url]
[t]https://dl.dropboxusercontent.com/u/69387792/screenshots/misc_maps/Luxury_beta_v30000.jpg[/t] Lighting is working fine. I turned the ceiling's displacements where the hole is to power 3 displacements, then added two func_visgroups and it's fine. It's bright because you have like 19 lights overlapping each other each with a brightness of 2000, so you might want to fix those. [url="https://dl.dropboxusercontent.com/u/69387792/maps/vmfs/Luxury_beta_v3.vmf"]Download link for VMF[/url] [editline]Edited:[/editline] The reason your map takes so long to compile is because it has literally zero optimization in it and I think the super bright lighting making all those light bounces due to reflectivity on the floor, ceiling, and wall textures is causing some seriously long compile times.
thanks so much your help is very appreciated! [editline]2nd March 2014[/editline] and another thing, reflective textures area bit broken on my gmod for some reason, so I can not see them. [editline]2nd March 2014[/editline] and I am going to optimize it when it is done :p and what exactly does the func_viscluster do? I see alot of things on other peoples maps like hints and stiff like that, what does it do and is it needed? [editline]2nd March 2014[/editline] Wait, now I am starting to think it is just my garry's mod, because I still can not see the lights..
[QUOTE=TOExHEAD;44101829]thanks so much your help is very appreciated! [editline]2nd March 2014[/editline] and another thing, reflective textures area bit broken on my gmod for some reason, so I can not see them. [editline]2nd March 2014[/editline] and I am going to optimize it when it is done :p and what exactly does the func_viscluster do? I see alot of things on other peoples maps like hints and stiff like that, what does it do and is it needed? [editline]2nd March 2014[/editline] Wait, now I am starting to think it is just my garry's mod, because I still can not see the lights..[/QUOTE] What do you mean you can't see the lights? If all you did was tone down the brightness in the .VMF I gave you it should be working perfectly. Post a screenshot.
I mean it is the same as before :/ I do not think hammer is the problem because it worked on your computer, but not mine [url]http://i.imgur.com/MItonw5.png[/url] And sorry that I not explaining things well [editline]2nd March 2014[/editline] I am going to try running in CSS
Hit ~ while in game and take a screenshot when it brings the console up.
Nope its not garry's mod, maybe its the way that I am compiling that is wrong, I am gonna give you my .bsp to see if that is the issue [url]http://www.mediafire.com/download/nh6d4vl7lb13bca/luxury_beta_v4.zip[/url] [editline]2nd March 2014[/editline] and ok I will do that (plenty of lua errors on gmod) [editline]2nd March 2014[/editline] [url]http://i.imgur.com/pn2ra60.png[/url] [editline]2nd March 2014[/editline] [QUOTE=WitheredGryphon;44101972]Hit ~ while in game and take a screenshot when it brings the console up.[/QUOTE] And again, as mentioned before, not a moron :P
And I also tried compiling on my brother's computer and the same issue occurred, can you tell me your exact compile settings and your tools>options settings. [editline]2nd March 2014[/editline] I really don't fucking get this, its only lights with their appearance set to normal, is their a way for me to make a light or light_spot without it's appearance set to normal, but still behaves like it? [editline]2nd March 2014[/editline] Notice how in this picture how the light hits the prop and my viewmodel but not the brushes, this only happens with lights(all light types including light_spot) when their appearance is set to normal. [url]http://i.imgur.com/ecQjzSe.png[/url] I have tried copying entire map and making new file, deleting and remaking lights, changing x4 displacements to 3, changing compile settings between fast, normal, and full HDR, tried playing my compile on diff PC and compiling on a diff PC and playing it their, WitheredGryphon compiled it on his PC and the lights worked just fine. AND NOTE: I compiled this map at least 50 times, and the problem occurred in very recent compiled, I have no fucking clue what I did, I have tried deleting the latest things I have done but I may be missing something, I have a light underwater, but even after deleting that the problem did not occur, there has to be god damn someone who knows what this issue is, it is mind boggling.
Please use [noparse][T][/T][/noparse] instead of [noparse][IMG][/IMG][/noparse], you're clogging up the page with those unnecessarily large screenshots.
You lighting is not bouncing off brushes. Try copy and pasting into a new.vmf
[QUOTE=Firegod522;44103947]You lighting is not bouncing off brushes. Try copy and pasting into a new.vmf[/QUOTE] I did twice [editline]2nd March 2014[/editline] [QUOTE=Mozartkugeln;44103945]Please use [noparse][T][/T][/noparse] instead of [noparse][IMG][/IMG][/noparse], you're clogging up the page with those unnecessarily large screenshots.[/QUOTE] ok I just made 'em links, please help me if you can :(
Are the lights inside the models at all by any chance? If so try moving them out.
[QUOTE=Firegod522;44104127]Are the lights inside the models at all by any chance? If so try moving them out.[/QUOTE] I can say with 100000000000000% positivity, that is not the problem, lights work with appearance set to anything but normal, weather or not their in a model, and most of my lights are floating on wear near props. I am gonna have to make a video to show exactly what my problem, everyone is assuming I am a moron who has no idea what I am doing. And look at other prictures and actually read what I say cause I am repeating myself here. [url]http://i.imgur.com/9OAkGgH.png[/url] [editline]2nd March 2014[/editline] notice the light is in mid air, and look at the appearance setting in the window on the left, see that? if the light is set to normal, it only hits models and viewmodels ingame, if it is set to for example, flicker A, it WILL show up, but I don't want all my lights to move and shit so I am not settling for that.
[QUOTE=onebit;44104836][T]http://i.imgur.com/r53dkf7.jpg[/T] See those blue lines? Those are the [URL="https://developer.valvesoftware.com/wiki/Visleaf"]visleaves[/URL]. If you make "detailed" brushes into [URL="https://developer.valvesoftware.com/wiki/Func_detail"]func_detail[/URL] then the visleaf will look more like this: [T]http://i.imgur.com/bLv6qHR.jpg[/T] [T]http://i.imgur.com/wbuXOsJ.jpg[/T] [URL="http://www.sendspace.com/file/3cfzz8"]Here's the VMF[/URL] if you want to see the changes. Use the VisGroup panel to hide and show different types of things.[/QUOTE] Thanks man, I will check it out and let you know if it helped later, I am playing games atm lol. [editline]2nd March 2014[/editline] IT WORKED :D, I LOVE YOU MAN!
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