Fullbright problem - not the map...?

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Fullbright problem - not the map...?

Postby agent00kevin on Thu Jan 05, 2012 4:39 pm

Ive been working on a Mod for several months now, and finally distributed a test build for the weapons modeller and animators. But, we have a problem.

The first map load in fullbright. There are no compile errors, and it runs fine when launched from Hammer after compile, even full compile. I spent hours and hours trying to figure out what went wrong...and then decided to load up Hl2 Ep1 and see what happened.

BAM. Any map from HL2 Ep1 I load also starts in fullbright, confirming what I knew all along; the problem was not in my maps.

What in the world could cause this? Im completely stuck.
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Re: Fullbright problem - not the map...?

Postby TheDanishMaster on Thu Jan 05, 2012 5:35 pm

Whenever you're in a fullbright map, check the console and see if it says mat_fullbright 1. If so, try to set it to 0 and that might do the thing
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Re: Fullbright problem - not the map...?

Postby agent00kevin on Thu Jan 05, 2012 6:32 pm

Yes, that fixes it; we already knew to do that to fix it. But we dont want it to start that way; its annoying to test a new eapon or model or what-have-you and have to do that every time.

I read about restarting the engine to clear it but that doesnt seem to work. Ive set launch options to -nodev, -noconsole, etc trying to see if that might be the cause to no avail. We are, however, loading a save game made so we can just pop right in without having to use the console for testing. I suppose that the game probably saved the fullbright state...?

Edit: its not the savegame, I entered the console and cleared it, saved it, no go still.

Im going to recompile the map again and make 3x sure thats not it. We dont have a mat_fullbright 1 message in the console, but we did have models embedded into the world geometry brushes. They werent touching the void though, or the comile would have thrown us leaks.
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Re: Fullbright problem - not the map...?

Postby TheDanishMaster on Thu Jan 05, 2012 7:01 pm

Try loading the map without a savegame at all. Sometimes they mess up if the map version changes. And also try the map out in a different mod or game like hl2, ep2 or gmod and see if it changes anything. If it does, then your problem is your mod but I know nothing about coding so I can't help there even though I doubt it requires any coding
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Re: Fullbright problem - not the map...?

Postby agent00kevin on Thu Jan 05, 2012 7:46 pm

Thank you!

Im copying all my models and materials to the ep1 directory now. I think the problem may be stemming from using SDK 2009 to map in under Ep1 which uses SDK 2006 and then running them under Ep2's GCfs (in the gameinfo.txt file)

i had to do it that way though, as I cant use Hammer in either SDK 2006 or SDK 2007.
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Re: Fullbright problem - not the map...?

Postby agent00kevin on Thu Jan 05, 2012 7:58 pm

yep, if I launch it under Ep2 its fine. I dont understand why its launching in the Mod fullbright; Im using Ep2 in the gameinfo.txt file. the Mod doesnt have its own code, so theres nothing to edit when it comes to that. I just mount the Ep2 and SDK 2007 GCFs in the gameinfo.txt.

Im going to try compiling under Ep2 in SDK 2009. i have yet to get SDK 2007 to open Hammer; it says no configurations to run with, even when I try to edit them, essentially locking me out of SDK 2007.
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Re: Fullbright problem - not the map...?

Postby agent00kevin on Thu Jan 05, 2012 8:20 pm

Ok, opened SDK 2009, changed thwe build programs to SDK 2007 executables. (bsp, vrad, vvis) Also added my Mod to the SDK 2009 choices so I con work directly in it.

Going to load it, recompile again, and hopefully run it in my own Mod without fullbright!

*keeping fingers crossed*

*cant type with fingers crossed*
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Re: Fullbright problem - not the map...?

Postby TheDanishMaster on Thu Jan 05, 2012 10:20 pm

Dunno if you already did or if Valve finally fixed the mod creation thingy BUT

http://www.moddb.com/mods/orange-box-ba ... -version-3

Try starting from Jangz Base Mod. It should work just fine, though if you already did, you might wanna ask him instead
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Re: Fullbright problem - not the map...?

Postby agent00kevin on Sat Jan 07, 2012 5:09 am

Yep, the code worked like a charm. I created a new Mod in base 2007 then moved all my assets to that Mod to gain access to it. I just made a nice fancy menu static image instead of using the map, since it seemed to be the root of the problems anyway.

http://www.moddb.com/mods/novacor/image ... nu-updated

Thank you for your help :D
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