static props not lighting

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radford88

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hey guys, first post. ive run into what i belive is a unique problem. ive been playing around with source hardcore for weeks now, but i keep running into the same problem. when i compile my maps (the maps all have lights and everything), the prop_static stuff wont light. not to say its unlit, it just wont recieve lights its brightness is constant all the way around. it casts shadows, but if i were to put a huge red light in front of a prop_static then it would cast a raytraced shadow and everything, but the model would have no red on it what so ever. i even tried using a lighting origin entity but still...nothing. can u guys lend me a hand here, sorry if my examples were unclear .....oh and when i when i say "compile my maps" i mean run around in game
 
Try to place an env_cubemap near the object. Do a full Render, and once in game type in the console buildcubemaps. This might work
 
u say full render....i simply hit f9 and keep the defeault settings (normal, etc)....and it still makes them unlit basically...even when i build cubemaps
 
Sounds to me like it might be a leak.
Put a simple box around your level and compile that, it might run like shite ,but it could be revealing.
 
the buildcubemaps is important, I immediately saw a change in my map after that, but also by including envcubemap entities. None of the textures had the reflective/bump mapping on them prior to my first successful buildcubemap.

However I don't see this as the model problem you describe. That sounds a lot like HL1 lighting isssues with func_brushes--they never took lighting the same way as the room around them. Have you checked the flags--perhaps that entity has options. Also consider using a different entity. A lot of models can be displayed with different entities, like npc_furniture, prop_physics, the override ones. Maybe the problem is isolated to that one entity type.
 
What's the difference from "build cubemap" and "cubemap"? Or are they the same thing? I'm a bit confused on this matter.
 
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