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Thread: Wackiness...

  1. #1
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    Default Wackiness...

    does anyone have any ideas why these are occurring?

    1: a breakable bit of window with the same texture etc as the rest of the window is shadowy
    Spoiler:


    2: this plain wall texture does not accept light
    Spoiler:


    3: these crate just randomly don't appear. (no console errors regarding them)
    Spoiler:


    it's driving me batty
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  2. #2
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    It looks like the glass is shadowing as it's drawing the inside edges of the brush, not sure why it should be doing that.

    Is that texture a custom job? What's the vmt look like?

    Are all the crates the same sort of prop? Try copying and pasting one of the ones that always appears, see if that fixes it?


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  3. #3
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    Quote Originally Posted by Ging View Post
    It looks like the glass is shadowing as it's drawing the inside edges of the brush, not sure why it should be doing that.
    the internal sides of the main sheet and the breakable bit are all nodrawed. in the hammer shot you can see some angled bits which appear after the breakable gets broken. though they look like pish tbh.

    might it need to be breakable_surf or something so it gets better lighting?

    Is that texture a custom job? What's the vmt look like?
    yeah
    Code:
    "Lightmappedgeneric"
    {
    	"$baseTexture" "paegus/ldalpha/xbox_fail"
    	"$surfaceprop" "glass"
    }
    it worked once... then never again. i've tried remaking it a dozen times.

    Are all the crates the same sort of prop? Try copying and pasting one of the ones that always appears, see if that fixes it?
    yeah same prop. when i remake them they behave normally for a while then after some random number of quick recompiles the same ones disappear :/
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  4. #4
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    Try taking that part of the glass out of the wall and nodraw the outside of that breakable piece. It looks like the outside of that breakable piece is textured and that's what is shadowing the piece.


  5. #5
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    it already is

    Spoiler:
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  6. #6
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    Did you use carve in the hole? carve is really buggy sometimes and it makes invisible problems

    missing boxes could be the map name (if it has spaces), maybe rename, or erase them and re add them.

    and the monitor maybe will work by setting to func_wall

    just ideas,

  7. #7
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    no i built the hole manually.

    i've just hidden the crates for the time being. i'll probably re-built them later on if i can be arsed to keep working on the map

    i'd tried every kind of func_ i can think of. but they were always black. but since they worked fine when i paint the walls that texture it turned out that i just needed to move the surface 1 more unit away from the model. guess it's phys box was occluding the light or something. that works now.
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  8. #8
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    Quote Originally Posted by Paegus View Post
    no i built the hole manually.

    i've just hidden the crates for the time being. i'll probably re-built them later on if i can be arsed to keep working on the map

    i'd tried every kind of func_ i can think of. but they were always black. but since they worked fine when i paint the walls that texture it turned out that i just needed to move the surface 1 more unit away from the model. guess it's phys box was occluding the light or something. that works now.
    oh

    *looks around for possible fixes*

    *runs away*

  9. #9
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    Nice xbawks texture
    Map is looking good, its hex correct?


  10. #10
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    Could you work around the glass issue with an entity switcharoo? One that's solid glass, and when enough damage is done, remove it and quickly swap it with a broken one...

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