Custom Textures Lighting Strangely

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Custom Textures Lighting Strangely

Postby kkirspel on Thu Apr 28, 2011 2:53 am

Alright, I've only just seriously started making my own textures and I've been getting this strange problem over and again:

The way this seemingly reflected box light is cast onto the walls. The only custom asset is the windows refract shader; no actual texture (this is a square room with light only coming in from a window in each corner)
Image

Again with the boxes (in the darker portion). This is one on the new texture itself.
Image

The only things I came up with was I: A. forgot something in the VMT file, B. suck at lighting, or C. suck at texturing.

Anyone see this before and know how to fix it?
The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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Re: Custom Textures Lighting Strangely

Postby cz_squishy on Thu Apr 28, 2011 4:25 am

This isn't a problem with custom textures and it happens often. I haven't really found a solution to it other than raising the lightmap scale.
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Re: Custom Textures Lighting Strangely

Postby Sathor on Thu Apr 28, 2011 6:57 am

You should post the VMTs.
Custom textures can be a bitch. One problem I often encounter is that lightning on func_detail is different from lightning on non-func_detail brushes.
Please post your VMTs.
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Re: Custom Textures Lighting Strangely

Postby WhiteDevil on Thu Apr 28, 2011 8:50 am

That's just radiosity in the works there. You're trying to fill the room with indirect lighting with too few bounces.
I don't know if source even support enough light bounces to make that room look like the light is coming from a single source.

You'd need something like close to a thousand bounces to make it look natural... :?
Just use some standard lights in the inside and you'll be fine.
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Re: Custom Textures Lighting Strangely

Postby kkirspel on Fri Apr 29, 2011 4:10 am

The VMT for the glass in the first picture.
Code: Select all
"Refract"
{
   "$normalmap" "MyTextures/stained glass_NRM"
   "$refractamount" "0.5"
   "$bluramount" 1
   "$surfaceprop" "glass"
}


For in second picture, the golden texture:
Code: Select all
"LightmappedGeneric"
{
   "$basetexture" "MyTextures/old_wall"
   "$bumpmap" "MyTextures/old_wall_NRM"
   "$surfaceprop" "plaster"
}

Its the bare bones for both of them really. If the VMT is the problem its b/c there is something missing...

I'm also just using one light source in both of those shots; an env_environment.
The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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Re: Custom Textures Lighting Strangely

Postby Sathor on Fri Apr 29, 2011 5:46 am

You should add one, two or even three low-brightness lights spread around the room. As WhiteDevil mentioned, that should solve the problem.
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Re: Custom Textures Lighting Strangely

Postby kkirspel on Sun May 01, 2011 4:52 am

Yeah a few lights solved it. A little brighter than I'd hoped for though... guess I could technically use color_correction or somthin'
The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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