Color problem on curved walls.

Any aspects of level design for the Source engine.

Color problem on curved walls.

Postby skulz87 on Sun Nov 10, 2013 2:01 pm

Hello guys Ive created a simple room to test the curved corners I learned, but now the textures looks off colored on the curved corners than the brush walls.

Curved corners are func_detail (alt+t) i tried to texture both alt right-click and in normal way but it doesnt effect anything.

Ive also created a cubemap in the middle, and in game i did the (Buildcubemaps) through console.

Nothing changes textures are looking odd.

Here's a screenshot.

Image

Can anyone tell me what else do I need to make them look like a single wall?

Thanks.

Sorry for my English, i tried my best.

Edit: Screenshot of curved edge.

Image

Its perfectly aligned to the corners.

Also when i point out the flashlight to the edge that silly line disappears.

Image

Am I doing something wrong? :smt017
Last edited by skulz87 on Sun Nov 10, 2013 2:53 pm, edited 2 times in total.
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Re: Color problem on curved walls.

Postby SM Sith Lord on Sun Nov 10, 2013 2:14 pm

It is a lighting issue. Try cutting the world geometry walls along the line that the curved brush ends on. Adding an edge here might even out the lighting.
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Re: Color problem on curved walls.

Postby peegee on Sun Nov 10, 2013 2:26 pm

Hi skulz
buildcubemaps do not work properly, have a look here for the fix:
viewtopic.php?f=2&t=37111
(scroll to page 2)

The seams might come from this cubemaps or the edges do not quite fit
to the straight walls. I made tests with 90 degree arch walls and had better results.

Anyway, to copy the textures from one face to another only RMB is required
not alt RMB

Hope this helps
"All things are difficult before they are easy." Thomas Fuller
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Re: Color problem on curved walls.

Postby Armageddon on Sun Nov 10, 2013 2:47 pm

I had this problem, it's simply a lightmap being calculated on the brushes behind the func_detail. They get cut off after the lightmaps are compiled.

Very simple solution is to pull the flat walls in to bee flush with the func_detail, but this exposes a brush entity to the void which causes a leak. So just put a nodraw back where the flat wall used to be on both sides. Then it'll be fixed.
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Re: Color problem on curved walls.

Postby skulz87 on Sun Nov 10, 2013 3:01 pm

Armageddon wrote:Very simple solution is to pull the flat walls in to bee flush with the func_detail, but this exposes a brush entity to the void which causes a leak. So just put a nodraw back where the flat wall used to be on both sides. Then it'll be fixed.


Im doing the edges like this.

Image

Will try the solution you said, the other ones are very confusing, ill try yours first.
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Re: Color problem on curved walls.

Postby SM Sith Lord on Sun Nov 10, 2013 3:06 pm

I think Armageddon and I are suggesting the same thing. Cut the walls BEHIND your func_detail along these marks:
example.jpg
(54.12 KiB) Not downloaded yet


Armageddon also suggested you texture the parts of the wall that will not be seen with nodraw for performance optimizing.
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Re: Color problem on curved walls.

Postby skulz87 on Sun Nov 10, 2013 3:26 pm

I did this but it will cause leak.

Image

I know i sound like a facepalm but im confused.
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Re: Color problem on curved walls.

Postby marnamai on Sun Nov 10, 2013 4:12 pm

the clip (cut) tool has more than 1 mode, click on it till both sides are white (red side will be deleted) that way you keep the brushes in the corner behind the func detail.

Or you could just add new nodraw brushes behind the func_detail to prevent the map from leaking
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Re: Color problem on curved walls.

Postby skulz87 on Sun Nov 10, 2013 4:31 pm

marnamai wrote: Or you could just add new nodraw brushes behind the func_detail to prevent the map from leaking


This ^
I didnt know (nodraw brushes) did block the void, now it looks smooth and cool.

Image

Its not a (cubemap) problem then, thank you for your help! Much appreciated :smt038
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