• problem with light and shadow
    14 replies, posted
i have placed light_environment but there is no shadow only doors have shadows and not in the right angle light_environment configuration: Pitch Yaw Roll: -36 298 0 Pitch: -36 Brightness: 255 255 255 200 Ambient: 255 255 255 20 BrightnessHDR: -1 -1 -1 1 BrightnessScaleHDR: 1 AmbientHDR: -1 -1 -1 1 AmbientScaleHDR: 1 SunSpreadAnlge: 0 what is the problem? thanks.
Have a skybox? Running VRAD? Post the compile log.
skybox - yes VRAG - normal compile log: [code] ** Executing... ** Command: "d:\program files\steam\steamapps\USERNAME\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod" "D:\Program Files\Steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.vmf" Valve Software - vbsp.exe (Jul 7 2010) 2 threads materialPath: d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod\materials Loading D:\Program Files\Steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.vmf Could not locate 'GameData' key in d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod\gameinfo.txt 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 D:\Program Files\Steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.prt...Building visibility clusters... done (0) material "skybox/militiart" not found. Can't load skybox file skybox/militia to build the default cubemap! Can't load skybox file skybox/militia to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (25142 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 123 texinfos to 63 Reduced 11 texdatas to 11 (256 bytes to 256) Writing D:\Program Files\Steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.bsp 0 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\USERNAME\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod" "D:\Program Files\Steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity" Valve Software - vvis.exe (Jul 7 2010) 2 threads reading d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.bsp reading d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.prt 141 portalclusters 459 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 (1) Optimized: 12 visible clusters (0.00%) Total clusters visible: 13415 Average clusters visible: 95 Building PAS... Average clusters audible: 141 visdatasize:6266 compressed from 6768 writing d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.bsp 1 second elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\USERNAME\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod" "D:\Program Files\Steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity" Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file d:\program files\steam\steamapps\USERNAME\sourcesdk\bin\orangebox\bin\lights.rad. Loading d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.bsp Setting up ray-trace acceleration structure... Done (0.03 seconds) 323 faces 351795 square feet [50658552.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 323 patches before subdivision 7917 patches after subdivision sun extent from map=0.000000 2 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 (1) transfers 311718, max 212 transfer lists: 2.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(13126, 12246, 11313) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(796, 711, 635) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(69, 58, 48) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(6, 5, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0038 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 4/1024 192/49152 ( 0.4%) brushes 61/8192 732/98304 ( 0.7%) brushsides 442/65536 3536/524288 ( 0.7%) planes 394/65536 7880/1310720 ( 0.6%) vertexes 581/65536 6972/786432 ( 0.9%) nodes 307/65536 9824/2097152 ( 0.5%) texinfos 63/12288 4536/884736 ( 0.5%) texdata 11/2048 352/65536 ( 0.5%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 323/65536 18088/3670016 ( 0.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 169/65536 9464/3670016 ( 0.3%) leaves 312/65536 9984/2097152 ( 0.5%) leaffaces 390/65536 780/131072 ( 0.6%) leafbrushes 163/65536 326/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 2154/512000 8616/2048000 ( 0.4%) edges 1280/256000 5120/1024000 ( 0.5%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 25/32768 250/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 387/65536 774/131072 ( 0.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 342636/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 6266/16777216 ( 0.0%) entdata [variable] 2937/393216 ( 0.7%) LDR ambient table 312/65536 1248/262144 ( 0.5%) HDR ambient table 312/65536 1248/262144 ( 0.5%) LDR leaf ambient 1246/65536 34888/1835008 ( 1.9%) HDR leaf ambient 312/65536 8736/1835008 ( 0.5%) 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] 54/0 ( 0.0%) physics [variable] 25142/4194304 ( 0.6%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 816 Writing d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.bsp 5 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Program Files\Steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.bsp" "d:\program files\steam\steamapps\USERNAME\garrysmod\garrysmod\maps\rp_karcity.bsp" [/code]
The skybox name should be "militia_hdr".
Change your ambient color to something a dark blue instead of 255 255 255
[QUOTE=Terrenteller;23372923]The skybox name should be "militia_hdr".[/QUOTE] the same was with militia_hdr [QUOTE=Firegod522;23372926]Change your ambient color to something a dark blue instead of 255 255 255[/QUOTE] i'm trying that now [b]Edit:[/b] Same
do you have env_sun (copy angles from light_enviroment)?
[QUOTE=kajar;23373192]do you have env_sun (copy angles from light_enviroment)?[/QUOTE] env_sun is only an overlay in the sky [editline]12:50AM[/editline] Can you take a picture of it in game for us?
[QUOTE=kajar;23373192]do you have env_sun (copy angles from light_enviroment)?[/QUOTE] yes but I'm sure that's not the problem [QUOTE=Firegod522;23373199]env_sun is only an overlay in the sky [editline]12:50AM[/editline] Can you take a picture of it in game for us?[/QUOTE] 1 minute [b]Edit:[/b] [url]http://img69.imageshack.us/img69/5738/rpkarcity0000.jpg[/url]
Type mat_fullbright 0 in console.
[QUOTE=Firegod522;23373309]Type mat_fullbright 0 in console.[/QUOTE] works but when i will release the map every player that wants to see shadows need to type mat_fullbright 0 in the console? and why the doors shadows is in different angle than the walls shadows? and func_door doesn't have shadow?
What it's doing is that normally the mat_fullbright is set to 0 by default. Somehow yours got changed and most people should have theirs at 0. So no, they wont.
No they wont Doors had shadows because of the models. You had your baked lighting turned off. When you compile a map with no lights, it sets mat_fullbright to 1, if you recompile the map with lights and switch to it, the game doesn't switch mat_fullbright to 0. So that is the only reason.
ok thanks another qustions: 1. can i change the shadow angle for prop_door_rotating? 2. can i add shadow for func_door?
[QUOTE=D1ma;23373493]ok thanks another qustions: 1. can i change the shadow angle for prop_door_rotating? 2. can i add shadow for func_door?[/QUOTE] 1. Yes, you may use shadow_control 2. No
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