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Post by the real mprock on Jun 11, 2010 12:44:12 GMT
I've been working on the lighting for my zm map recently, except there is the ever returning problem of pitch black props under my lighting. You have to shoot the props a good bit before the lighting fixes itself, I have my cubemaps all setup etc, as well as no leaks in my level. There are two lights to each of my light fixtures, a spotlight for realistic lighting, and a regular light for light to be casted onto the ceiling. Removing the regular light entity makes no matter, nor does changing the brightness (or just using the regular light entity and removing the spotlight). I'm quite unsure of how to fix this, I've spent enough time trying to tweak the lighting as it is, and it's only in this area it shades the props like this. Is there something I should do to the prop itself?
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Post by Zeph on Aug 15, 2011 18:23:10 GMT
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Post by therealguymins on Aug 16, 2011 4:07:27 GMT
Didn't happen to me yet, although something similar did with a brush. I found something on the Valve Developer Community: " Models are black This can be caused if you have a 3D skybox in the map, and don't have a light_environment in both the level itself, and the skybox. This can also be caused if the color keyvalue is 0 0 0 for the entity it is used in. The third cause is if the nearest worldbrush directly beneath the model is either unlit, or using a non-rendered texture such as tools/sky." developer.valvesoftware.com/wiki/Troubleshooting_Level_Design
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Post by yaznee on Aug 20, 2011 1:00:19 GMT
Is there displacements near were this is happening? the other night was messing with displacements and I got an compile error "hit surface has no samples[glow=red,2,300][/glow]" and this was causing both brushes and props to turn black.
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Post by Zeph on Aug 20, 2011 11:13:59 GMT
Actually, outside the door in the example picture is a displacement... You may be onto something!
Anyone got an example file where this occurs?
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Post by ajoraswill on Sept 2, 2011 18:38:44 GMT
My particular problem wasnt near any displacements unfortunately. But maybe a brush underneath is screwing around with it... Ill look into it.
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