Terrain too dark


(Locke) #1

Okay, so I have one more, hopefully final, question. I’ve gotten far enough with my map that It’s just about ready to be distributed, but I have one big problem still. For some reason, the texture covering my mountains is really dark, as if it wasn’t lit up by the sky. I had this problem with all of my ground texture, but it seemed to fix itself, and I don’t remember what I did to fix it.

Here are some screenshots of the mountains so you can see what I mean:

and

As you can see, only that single texture is dark. I used the same exact texture for the regular ground you see that is lit up as normal. And also, as you can see, the boxes and stuff on top of the darkened terrain is lit up normal as well. I’m completely dumbfounded, does anyone know what is going on?

Also, as a footnote, I do not use any shader for the terrain on the mountains. I made the mountains using EasyGen, but I textured it completely in Gtkradiant (yes, this took forever to do, as I had to texture each individual triangle’s face).


(aaa4) #2

happy vis hell.

but looking great. lets see how it turns out, i think i like this :slight_smile:

for problem: search for a thread created by eim, he had a similar problem, probably it will help you.

and yes i can be nice :slight_smile:


(aaa4) #3

happy vis hell. but looking great. lets see how it turns out, i think i like this :slight_smile:

for problem:
search for a thread created by eim, he had a similar problem, probably it will help you.


(nukits) #4

sorry i cant help you but your map looks very good ! :open_mouth:


(stealth6) #5

the shader is missing the lightmap stage

also you probably didn’t use ‘the exact same texture’

the one on the floor is just the texture, so the image.
And the one on the sides is a texture linked to a shader, but they both appear the same in gtk


(Locke) #6

[QUOTE=stealth6;228282]the shader is missing the lightmap stage

also you probably didn’t use ‘the exact same texture’

the one on the floor is just the texture, so the image.
And the one on the sides is a texture linked to a shader, but they both appear the same in gtk[/QUOTE]

Alright, I don’t really know much about shaders, so help me out here. All I know is that gtkradiant says that they are both the same texture (textures/fueldump/terrain1_1) when I examine them. They both seem to be linked to a shader, since both the floor and the mountains sound like snow when you walk on them, and shoot up snow when you shoot it (doesn’t that mean it has a shader). But I used the same fueldump texture for both, so how could one have a shader and one not?


(stealth6) #7

hmm could you post the map file?

checke the shader of that texture and looks fine and tried it in game without problems.


(nukits) #8

I prefer to PM your map file ^^


(Locke) #9

I PM’d it to stealth, let me know if you find anything out


(stealth6) #10

there is really somethign wrong with your lights or something. Been compiling for a few hours now :S on light - fast

EDIT: also lots of models leaking, and I don’t even have them all.
If a model is partly inside a structural brush = leak

Also an entity inside a structural brush = leak, so those things outside the map (make the surrounding brush hollow)

EDIT2: Try to avoid T-junctions next time, it’s not really that hard, but it would take ages to fix them all now, so don’t worry about it, but for future reference…


(pitbull) #11

Nothing must be changed, it’s great. I really don’t know how to do but I like the scene.


(stealth6) #12

well I don’t mind how it looks etc, but I’m afraid I don’t think I can help. It takes hours to compile and I haven’t yet been able to get it to compile at all :frowning:


(aaa4) #13

yes. so why dont you just compile parts of it.


(Detoeni) #14

just strip the terrain out and stick it a box, should compile in next to no time.

@OP - seach for hull caulk in this forum and here:
http://www.surfacegroup.org/forums/

If you want to make maps you need to get the structual side of things working first, or your map will never work (once you get it right your compile times will come down a lot!).


(Locke) #15

[QUOTE=Detoeni;228405]just strip the terrain out and stick it a box, should compile in next to no time.

@OP - seach for hull caulk in this forum and here:
http://www.surfacegroup.org/forums/

If you want to make maps you need to get the structual side of things working first, or your map will never work (once you get it right your compile times will come down a lot!).[/QUOTE]

I searched the forums and read up what I could find, but most of the links are years old and no longer work, so I couldn’t find a working hull caulk tutorial. I think, though, that since this is my first map, I have made many things incorrectly. I tried to run a full compile, but it will take incredibly too long. Just the TraceGrid stage of the light part of my compile takes 72780 seconds. I probably have done something wrong with leaf nodes as well. I’ll include the console in case anyone would like to help me out and point out all the places I’ve gone wrong:

Setting up
Listening...
=== running build command ===
"C:/Program Files/GtkRadiant 1.5.0/q3map2.exe" -v -connect 127.0.0.1:39000 -game et -fs_basepath "G:/Wolfenstein - Enemy Territory/" -fs_game etmain -light -super 2 -external -lightmapsize 256 -lomem "G:/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map"
Connected.
2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
--- InitPaths ---
VFS Init: G:/Wolfenstein - Enemy Territory//etmain/
VFS Init: G:/Wolfenstein - Enemy Territory//etmain/

--- Light ---
Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel
Storing all lightmaps externally
Default lightmap size set to 256 x 256 pixels
Storing all lightmaps externally
Enabling low-memory (potentially slower) lighting mode
Map has shader script G:/Wolfenstein - Enemy Territory/etmain/maps/../scripts/q3map2_airstrip.shader
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/_unsorted.shader
entering scripts/airstrip.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
Script file scripts/test1.shader was not found
     2034 shaderInfo
Loading G:/Wolfenstein - Enemy Territory/etmain/maps/airstrip.bsp
Loading G:/Wolfenstein - Enemy Territory/etmain/maps/airstrip.srf
--- LoadMapFile ---
Loading G:/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map
entering G:/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map
      216 light entities
--- SetupBrushes ---
    26141 opaque brushes
--- SetupDirt ---
       48 dirtmap vectors
--- SetupSurfaceLightmaps ---
    35752 surfaces
    20713 raw lightmaps
     2937 surfaces vertex lit
    32815 surfaces lightmapped
    31307 planar surfaces lightmapped
       75 non-planar surfaces lightmapped
     1433 patches lightmapped
      609 planar patches lightmapped
--- SetupTraceNodes ---
   249988 trace windings (62.94MB)
   285863 trace triangles (23.99MB)
     9644 trace nodes (0.59MB)
        0 leaf nodes (0.00MB)
   249988 average windings per leaf node
        0 max trace depth
--- SetupGrid ---
Grid size = { 80, 80, 144 }
Storing adjusted grid size
  1021140 grid points
--- CreateLights ---
Sun: textures/skies/sd_wurzburgsky
     7650 point lights
        9 spotlights
    15897 diffuse (area) lights
       11 sun/sky lights
--- SetupEnvelopes ---
    22261 total lights
     1306 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (72780)
186 x 183 x 30 = 1021140 grid
271585323 grid points envelope culled
   250627 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (200)
  6176112 luxels
  2819519 luxels mapped
   502562 luxels occluded
--- SetupEnvelopes ---
    22261 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...Connection closed.


(aaa4) #16
  1. make a security copy of your map
  2. make everything detailed except the skybox
  3. delete all your lights
  4. compile again

(Locke) #17

[QUOTE=aaa4;228585]0. make a security copy of your map

  1. make everything detailed except the skybox
  2. delete all your lights
  3. compile again[/QUOTE]

Alright, I did that, but it still has the extremely long compile time for the light stage. Therefore, it must be my surfacelights causing it, not the light entities (and I did use a lot of surface lights).


(Locke) #18

Does anyone have a working link to a hull caulk tutorial? I can’t seem to find one that’s still around


(Nail) #19

http://wiki.splashdamage.com/index.php/A_Simple_First_Terrain#Creating_a_Caulk_Hull

http://www.pythononline.co.uk/et/tutorial04.htm#hull

http://www.katsbits.com/tutorials/idtech/make-models-from-bsp-maps-or-brushes.php


(stealth6) #20

well I deleted most of the things except the terrain, the fact theat they are pitchblack is because of the _lightmapscale 2.0

But without it i can’t get the map to compile, I did some searches on the error:
too large for desired sample size/lightmap size/lightmap scale combination, increased sample size

But didn’t find a solution :frowning:

well it said to split the bruhes into smaller ones, but that would be terrible in this situation.