- Banned
- #1
J-M v2.5.5 said:Lighting will change in this particular area because the models are all showing up pitch black, for some unknown reason.
Thothie said:zomg, progress!
brian4 said:Quality work takes time.
Durak said:brian4 said:Quality work takes time.
See Rickler.
Keep working on it, looks good.
Sabre said:Durak said:brian4 said:Quality work takes time.
See Rickler.
Keep working on it, looks good.
Are you saying that Rickler's work isn't quality...?!
Changing the ZHLT Lightflags of the four func_wall entities that make up the ground to "Opaque (blocks light)" increased the compile time with another 44 minutes and it also didn't solve the problem...Thothie said:func_wall are opaque as appropriate
J-M v2.5.5 said:Edit: As you can see the models are all in the shadows of the trees. Could this be the reason why they're black? Light bouncing obviously must be enabled, otherwise the house would be pitch black too (first screenshot should give an impression of the angle at which the light falls in).
replica said:dont put models on top of func_walls, that would be the reason theyre pitch black.
That's odd... Maybe it's the formatting, requires 001 001 001 or some such, IDK. It should make the map brighter, but not fullbright.and "-ambient 1 1 1" only made my map fullbright.
First I'd just backup yer map, delete the entire floor and replace it with a single world brush to see if it's going to help at all.I just got an idea however: if I turn the particular brushes that have models on top of them into worldbrushes, and leave the rest func_wall entities, would that solve the problem?