problem with light and shadow

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:




** 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"


The skybox name should be “militia_hdr”.

Change your ambient color to something a dark blue instead of 255 255 255

the same was with militia_hdr

i’m trying that now

Edit:
Same

do you have env_sun (copy angles from light_enviroment)?

env_sun is only an overlay in the sky

[editline]12:50AM[/editline]

Can you take a picture of it in game for us?

yes but I’m sure that’s not the problem

1 minute

Edit:
http://img69.imageshack.us/img69/5738/rpkarcity0000.jpg

Type mat_fullbright 0 in console.

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?
  1. Yes, you may use shadow_control
  2. No