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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Errors + Odd Light Issue
HarryNutz
General Member
Since: May 6, 2011
Posts: 182
Last: Mar 26, 2012
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Level 4
Category: CoD4 MP Mapping
Posted: Friday, May. 6, 2011 11:51 pm
During compiling I noticed this and not sure if this is related to not yet having a Volume Grid or what:



And I have this weird lighting issue, taking a look at the attached picture you can see near the ceiling and at the floor its like the light source from the kitchen area is somehow pushing through (scratches head).



I even went up to a second floor hallway with no light source and all doors were closed... but still I could see... as if light was coming from my butthole or something... Im puzzled.
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
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Level 4
Category: CoD4 MP Mapping
Posted: Saturday, May. 7, 2011 01:05 am
i to having major light issues, my map is ment to be base on cavens, and cavens are DARK, well mine are totaly bright,even with the walls as ROCK.

Also im having issues with some parts of the floors being seethrough,meaning ya can see whats is happening beheath ya, why this is i just dont know. Any idears anyone??

I'll post some images up to show what i mean soon..
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
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Level 8
Category: CoD4 MP Mapping
Posted: Saturday, May. 7, 2011 02:23 am
Light leaks are sometimes hard to fix. Breaking up the brush, or rather, the floor, so there is a break in the floor and it isn't one big brush, it will help. The compiler thinks its one piece and trying to light the whole thing. You can also try using more lights at a smaller diameter.

Some ways I fix them is to leave a gap in the floor and put the wall lower than the floor, meaning it extends through the floor. You'll have to experiment, because different lights and textures act different.

HarryNutz writes...
Quote:

I even went up to a second floor hallway with no light source and all doors were closed... but still I could see... as if light was coming from my butthole or something... Im puzzled.

Maybe the light was coming from your butthole? Stranger things have happened. Just so you know, the compiler seems to hide script brushmodels when it compiles light, at least what I've seen, light will be compiled through script_brushmodels. It sucks, I know...

@manickiller
If you're seeing through the floor, maybe it is a decal and not a solid texture? Maybe there is some type of geometry error in the area causing texture errors. Get some screens.
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
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Level 4
Category: CoD4 MP Mapping
Posted: Saturday, May. 7, 2011 01:38 pm
ok here my problems,, see images.



Ive outlined this coz it bit hard to see..you can see the lower level and next jump section..





this is a space with water as you can see, it looks redish coz part of the map again on the same level has the see-through problem on the next jump location letting in the fire where the water is, but i must say the water redish does look cool..






ive tried to cut this out and replace the seethoug parts and remake it with new bit, but atill it happens, ive even tried to add 2-3 layers of flooring under neath each other only to still get the see though effect...
How can i fix this,.????



edited on May. 7, 2011 09:38 am by manickiller
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
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Level 7
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Saturday, May. 7, 2011 01:51 pm
Go in to radiant open map..

Then press Shift+L youre map turns to grey checkerboard

texture, select the part thats giving the error,click S

[probely the part you select is messedup checkerboard]

Then selecect natural or Lmap depending on when it looks right

Hope it helps [wink]

Also could be ure using a blend texture..





edited on May. 7, 2011 09:52 am by dundy
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, May. 7, 2011 02:12 pm
dundy writes...
Quote:
Go in to radiant open map..

Then press Shift+L youre map turns to grey checkerboard

texture, select the part thats giving the error,click S

[probely the part you select is messedup checkerboard]

Then selecect natural or Lmap depending on when it looks right

Hope it helps [wink]

Also could be ure using a blend texture..





edited on May. 7, 2011 09:52 am by dundy


thanks i'll try that now,and see what happens, some was at decal ,but i changed them yesterday, but for some reason they kepted chaging back??? dont know why, i just check them and again after changing them last nite they returned as decal again, maybe i have a error somewhere, but will check agian.
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, May. 7, 2011 03:18 pm
wqell it made them solid but now thy have holes in the walls,lol but luckly ya cant walk throught them i think i used Lmap wil ltry the other when i compile again next time.
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
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Level 7
Category: CoD4 MP Mapping
Posted: Saturday, May. 7, 2011 03:36 pm
might want to take your mp_map.bak, out when you open and compile your map, some times it will go to the bak, file because of a error in your map, if a patch is bent to far it will turn invisible, also if you have caulk, blocking and you block passes through any patchs or structure, it will have see thought spots, dundys right on with the s L_map, every time you bend or stretch a patch, you should L_map
when you finish it, as for your crack, looks like you might select both joining patches, select v (verts) left click you mouse, over the connecting vert (one at at time) 1 from each patch that are on top of each other (vert seams) select w, (weld), do this on each joint till you have a tight seam, then un-select v, select, all joining patches , select S,( texture editor), hit L_map exit now you should have no seam an not even see the seam in the editor until you select the patch important tip for all mappers
if you are selecting verts or anything else and it goes bad ,stop....hit Ctrl- Z and backup,(undo) your error
then try it again till it works, only works if you stop at the moment the error occurs Ctrl Z
as for the lighting (new grid), and DeekCiti, has it right Ive had this many times, and breaking up floor and lid is the best way, remember to select S- normal to line up textures after you brake the up to have a nice even texture match
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