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Old 02-22-2008, 05:00 AM   #1
Green Mushy
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Lighting and Reflections issue.

Ok, so i have my map. On the map, there is metal trim and a solid laser wall. When i stand in or around an area that is lit by light_environmental, the metal trim and lasers become abnormally bright. If i move into a darker area, they lose all their brightness and go really dull. It also flickers back and forth if u look at them at different angles, while standing still. It looks messed up. How do i fix it? Does it have to do with the skybox, lightmap scale, reflectivity, improper lighting. what!?

Last edited by Green Mushy; 02-22-2008 at 05:34 AM.
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Old 02-22-2008, 06:13 PM   #2
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This is a link of what Im talking about. Here is the Bright Lasers and Bright trim on the floor.



Here is the Dull Lasers and Dull Trim on the floor.




It is relatively right next to each other. Same trim, same lasers, a few feet away. I may add that if i shoot my nailgun or shotgun in a certain spot, they flicker as well.

Last edited by Green Mushy; 02-23-2008 at 05:27 AM.
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Old 02-24-2008, 02:17 AM   #3
GambiT
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do you have cubemaps in your level? more importantly, in that area?
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Old 02-24-2008, 02:51 AM   #4
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I have an env_cubemap in the map by some water i have elsewhere in the level. Do i need another one in this area ? Ill try it. Plz get back to me on the subject.
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Old 02-25-2008, 04:39 PM   #5
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is it a decal texture being applied to world geometry?
dont do that.
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Old 02-25-2008, 05:28 PM   #6
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All the textures that are giving me trouble now are func_illusionaries. Im going into the properties and disabling shadows and stuff. I think that might be the problem. What else do i need to look out for with func_illusionaries?
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Old 02-25-2008, 06:54 PM   #7
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The lasers will fade like that, I believe its due to the $alphatest parameter in the texture's vmt file. This is just like the combine forcefields in HL2.

Check the name of that metal trim, is it like,
/metaltrimsomething... ..._decal ?

If so, it would create the rendering problems you mentioned earlier.

Also, why would you make them func_illusionaries?
Did you do that to try and fix them or are they the ones that have been messed up all along?
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Old 02-26-2008, 04:27 AM   #8
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I fixed the trim just by picking a less shiny one. It works fine. I may add, with mat_fullbright on, when i compile my map without lights, there are NO problems with the laser. When i load my lights in, they act buggy as i mentioned. I used func illusionaries so you could pass through them. I also have some water that i made into func illusionaires to make cool stuff on walls. When i add lights, everything bugs out! How do i fix it if it is the $alphatest parameter in the texture's vmt file?
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Old 02-27-2008, 06:31 AM   #9
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Forget it, im scrapping the stupid lasers and the stupid trim. I have better ones now, so there! Now my problem is some water on my map magically disappears when i look at it at the wrong angle. Then i can see through it, to further parts of the map. I will show u a pic. If i look at a different angle. The water comes right back to normal. WTF!
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Old 02-28-2008, 12:14 AM   #10
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did you type buildcubemaps in console? for both HDR and LDR.
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Old 02-28-2008, 05:20 AM   #11
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I did that and nothing happened. I have a bunch of cubemaps above the sections of water i have in my map. What else could cause the problem?
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Old 02-28-2008, 05:34 AM   #12
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i dont think you can legitamately tie a water brush to an entity...
also, you're not using water texture on more than one side of the brush are you? i've heard that causes issues...
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