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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: Light not working right
mortifer
General Member
Since: Jul 19, 2015
Posts: 19
Last: Jul 6, 2016
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Jul. 20, 2015 01:10 am
attachment: image(555.1Kb) image(1,062.5Kb)
I'm trying to create a very basic map. Just some spawns and 1 light. Created a skybox and set the worldspawn settings to the Wet Work map settings.

Why does my preview (see attachment) show the light properly but then the actual in game (see other attachment) looks like fullbright no lighting textures whatsoever.

Is there something specifically that has to be there for light to render correctly? Adding reflection probe does not change a thing nor does a light grid.

edited on Jul. 19, 2015 06:13 pm by mortifer
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Monday, Jul. 20, 2015 03:07 am
Maps are required to have, at the very least, one reflection probe. You can find it by right clicking the 2D window. Once added, compile BSP and Compile Reflections MUST be done in order to see changes. If the reflection probe is moved or a new one is added, the same steps must be applied for changes to take affect.

I do suggest using more than one reflection probe, simply because this will give "shiny/reflective surfaces" to use the light properly in creating the reflective images on these surfaces. Not only that, it will make your map look more professional. However, in the beginning, for simple testing purposes, one probe will do.

As a side note. In order for shadows to properly be shown to the player, you must also add the tools texture "lightgrid_volume". You should cover this brush in all the playable area. All spawn points must be contained inside this brush, meaning, players should not be spawning outside of the brush. Keep in mind there is a limit on light grid sample points, but it's pretty huge. Don't hollow the brush, just leave it as a simple box/shape. You can make multiple brushes and butt them up against one another to cover your playable area with precision. Think of it like a bubble, that the player will be playing, inside. This is also required.

If you are simply making a test map, just cover the spawn points with the "lightgrid_volume". Once the player leaves the lightgrid_volume brush, you will notice a difference in lighting, which will show you the importance of this brush to always be present in the playable area.

Adding both of these things should solve your lighting problem.

I also suggest you post your BSP compile log here. You may have an error on build and your map might not be updating because of it. So adding a probe or lightgrid might not do anything because of a possible error.

When the compile finishes, right click the CMD window and choose "select all", then press enter. The log will have been copied and you can paste it here using the BBCode "code" button.
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mortifer
General Member
Since: Jul 19, 2015
Posts: 19
Last: Jul 6, 2016
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Jul. 20, 2015 04:05 am
Sorry. I believe you misunderstood. As I mentioned in my post, I already have reflection probe and the light grid. They did not solve my problem.

Let me get the log...

edited on Jul. 19, 2015 09:05 pm by mortifer
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mortifer
General Member
Since: Jul 19, 2015
Posts: 19
Last: Jul 6, 2016
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Jul. 20, 2015 04:58 am
I just noticed that this is appearing. Guessing this is my problem. No clue what to do now.

Quote:
###########################################
COMPILE LIGHT
###########################################
.
.
----- FS_Startup -----
ASSERTBEGIN -------------------------------------------------------------------
Expression:
((flags & (1 << 14)) || CanKeepStringPointer( value ))
(dvarName) = fs_homepath

Module: C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\bin\cod4rad.EXE
File: C:\trees\cod3\cod3src\src\universal\dvar.cpp
Line: 1641

ASSERTEND ---------------------------------------------------------------------


edited on Jul. 19, 2015 09:58 pm by mortifer
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Monday, Jul. 20, 2015 07:12 am
I understood. I read that you "tried" probes and lightgrid, but wasn't sure they were static.

I have never seen that error before but it doesn't mean we can't figure it out. Would you mind posting the whole log? At least the brunt of it. The error(s) could be happening because of a domino effect. Knowing the rest is clean or not, can give us a good place to start looking and where not to look.

Understanding you have the required entities in the map, at least can point us to a direction that you probably have a BSP error. The one you posted could be the problem, but like I said, that error could stem from another line in the Compile process. It could also stem from an entry in the Worldspawn settings that is skewed, or from some other picky source.

What you could do in the mean time to verify that the map is NOT updating due to a BSP error. Add a pillar, brush, something to the map, and when you compile and go in the game to look at it. If the brush you added does not exist, then the BSP error is true.
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
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Level 4
Category: CoD4 MP Mapping
Posted: Monday, Jul. 20, 2015 11:46 am
Maybe its a leak in the skybox? I would delete all lights on the map leaving only the sun to see what happens...
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MPKiller545
General Member
Since: Jun 28, 2010
Posts: 42
Last: Sep 27, 2017
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Level 2
Category: CoD4 MP Mapping
Posted: Monday, Jul. 20, 2015 04:34 pm
I think the issue comes from fact that you are not using windows and there are compatibility problems.
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mortifer
General Member
Since: Jul 19, 2015
Posts: 19
Last: Jul 6, 2016
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Jul. 20, 2015 04:35 pm
antonio.horvatovic0 writes...
Quote:
Maybe its a leak in the skybox? I would delete all lights on the map leaving only the sun to see what happens...


It's clearly a compile issue since the log shows not ANY light compiling.
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mortifer
General Member
Since: Jul 19, 2015
Posts: 19
Last: Jul 6, 2016
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Jul. 20, 2015 04:36 pm
MPKiller545 writes...
Quote:
I think the issue comes from fact that you are not using windows and there are compatibility problems.


Yeah, I had my doubts originally, but I know it's possible. For 2 main reasons, I know of others who have done this on both Linux and Mac. As well, every single step that has blocked me has a workaround in wine.
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, Jul. 20, 2015 06:14 pm
Wait...thats the entire compile log? I dont even see it writing the d3dbsp file...
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