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Topic: Light not working right |
mortifer |
General Member Since: Jul 19, 2015 Posts: 19 Last: Jul 6, 2016 [view latest posts] |
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DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Monday, Jul. 20, 2015 03:07 am |
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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] |
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mortifer |
General Member Since: Jul 19, 2015 Posts: 19 Last: Jul 6, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Monday, Jul. 20, 2015 04:58 am |
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I just noticed that this is appearing. Guessing this is my problem. No clue what to do now.
Quote: ###########################################
COMPILE LIGHT
###########################################
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----- 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 |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Monday, Jul. 20, 2015 07:12 am |
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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 [view latest posts] |
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MPKiller545 |
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General Member Since: Jun 28, 2010 Posts: 42 Last: Sep 27, 2017 [view latest posts] |
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mortifer |
General Member Since: Jul 19, 2015 Posts: 19 Last: Jul 6, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Monday, Jul. 20, 2015 04:35 pm |
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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] |
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Category: CoD4 MP Mapping Posted: Monday, Jul. 20, 2015 04:36 pm |
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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] |
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