• Lighting Issue I've never seen before
    9 replies, posted
Hi, I'm currently editing a map (not decompiled) for a community and have encountered a serious issue regarding a certain prop_static. Image: [img]http://i.imgur.com/JjpbQYS.jpg[/img] The issue here is that the trees (at a certain range) become completely white. If I move closer, they go back to normal and as I move away they turn white. The entities are all prop_static and utilizing variations of this model: models/props_winter/pine_tree_dense.mdl The models are custom, and were included separately from the vmf. The models and materials have been put into the correct places to function properly in-game and in Hammer. Adding (and building) cubemaps didn't change anything. The problem consists whether I compile with or without HDR. Changing to a different model and changing back (hoped it would sort of reset it somehow somewhere) didn't change anything. Disabling Vertex Lighting on the entities didn't change anything. Utilizing info_lighting didn't change anything. Standard Ep2 pine trees don't have this bug. Fog can hide it somewhat, but it's a cheap solution and at certain points the trees shine through anyway. Any idea what's causing this? Quick responses would be helpful, as I'm currently in the process of replacing every tree, and this is a huge map. Takes up almost the entire grid. Fml. Thanks in advance.
Can you post the tree models vmt?
[QUOTE=PhaZe!;46607741]replacing every tree, and this is a huge map. Takes up almost the entire grid. Fml.[/QUOTE] I don't know how to solve your main problem, but to make the process quicker you can go to Map > Entity Report... then click "Point entities" this will list all of your point entities on the map, including prop_statics, and sort them by the model being displayed. Then you can shift click, and select "Properties" and change all the props at once. [t]http://i.imgur.com/vvdTFwV.png[/t]
[QUOTE=lope;46608506]I don't know how to solve your main problem, but to make the process quicker you can go to Map > Entity Report... then click "Point entities" this will list all of your point entities on the map, including prop_statics, and sort them by the model being displayed. Then you can shift click, and select "Properties" and change all the props at once. [t]http://i.imgur.com/vvdTFwV.png[/t][/QUOTE] Thanks, I already knew about this trick though. I used it to turn vertex lighting off, but seeing how keen I am about detail I can't simply change all the models since it would put some of them too far down and some too far up. There's also the fact that these model clusters are smaller than the only other cluster I know of, so that'd definately provide an unwanted density aswell as place some trees where they arn't supposed to be. But I appreciate the tip, there are probably people looking in this thread that didn't know about that. [QUOTE=wazanator;46607910]Can you post the tree models vmt?[/QUOTE] All custom content can be found in this link provided by the original mapper. [url]https://www.dropbox.com/s/eikatwufuh1zrur/gm_coldsnow_src.7z[/url] I've never really looked too much into model and material manipulation, but I imagine the vmt you're looking for should be there.
Probably the lod vmts not working properly. I think this line is messing things up $softedges 1 in materials/models/props_winter/treetexture.vmt or it could be I was using "UnlitGeneric" try using "VertexlitGeneric" [QUOTE=lope;46608506]I don't know how to solve your main problem, but to make the process quicker you can go to Map > Entity Report... then click "Point entities" this will list all of your point entities on the map, including prop_statics, and sort them by the model being displayed. Then you can shift click, and select "Properties" and change all the props at once. [t]http://i.imgur.com/vvdTFwV.png[/t][/QUOTE] It's only in L4D2 (I think) and above that has model names listed in entity report. you can use the filters to find specific models though.
[QUOTE=Stiffy360;46608851]or it could be I was using "UnlitGeneric" try using "VertexlitGeneric"[/QUOTE] I fucking love you. (it worked)
[QUOTE=PhaZe!;46608943]I fucking love you. (it worked)[/QUOTE] np, do post what's done, I'd like to see it.
[QUOTE=Stiffy360;46608967]np, do post what's done, I'd like to see it.[/QUOTE] I'll try to remember to haha, I've got less than 2 weeks to complete it. Though it's not gonna be very pretty in the end I imagine. After all I have to optimise and cheap it down enough to run perfectly for 50+ players on a heavily scripted gmod server. By the way if you have any tips on how to optimise a 28884x30932x7104 open space that'd be great xD
[QUOTE=PhaZe!;46609036]I'll try to remember to haha, I've got less than 2 weeks to complete it. Though it's not gonna be very pretty in the end I imagine. After all I have to optimise it enough to run perfectly for 50+ players on a heavily scripted gmod server.[/QUOTE] well with the tree lods, the fps should be pretty okay, the main issue would be rendering all the players.
That's the most glorious glitch I've ever seen.
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