model: weird i.e. no lighting


(]UBC[ McNite) #1

Well, somehow I ran into this problem:

All of a sudden the trucks turned black, but only parts of it (as u can see). The models of the wheels are ok too. All the other models in the map are ok - phone, bunks, all the trees (and there are some of them). The players look a bit dark too when playing.
The trucks are misc_models (not gamemodels), and its no difference if they got key - value of _rs - 1 and/or _cs - 1, they stay dark. And its no diff either if they are clipped or not (the problem occurred when I clipped the models, but I think it was something else I did that day too.

I think I need some help on this one :smiley:


(Ifurita) #2

make your truck a misc_gamemodel


(]UBC[ McNite) #3

Thx for the help If:

At least this solved the lighting issue :smiley: :smiley: :smiley: (I laughed my ass off when I saw this in the game)
This is the model set as misc_gamemodel, as u suggested. You can see it is there (cuz there s shadow, but its not visible (obviously)…

Now another pic of a truck: same map, other place (under a roof in the terrain):

No probs here, and its a misc_model too, no other keys set than classname, model, angle, origin… I really want to know how to solve this.


(nUllSkillZ) #4

Hmm, not sure, but I think it has something to do with the light stage during compiling.
Try to move the truck (as misc_model) around a little bit.
To see if something changes.


(Shaderman) #5

Set your model some units higher in your map. I think it’s stuck in the floor brush.


(]UBC[ McNite) #6

shader: trucks (and all other models) are exactly NOT stuck in the floor, you can bet your ass on it that I see to that. Anyway would that cause the probs I describe?


(seven_dc) #7

I had this exact problem!
And here is solution:
When you select the model you see the orgin (= little grey box). This box cannot touch structural brush or the model will not be lit/visible. Simple as that.


Dodge aries


(G0-Gerbil) #8

Have you tried making them lightmapped with the entity key?
Anyway, although seven_dc is probably right, you can also get extremely bizarre things happening with misc_gamemodels if you use volume fog in your map. They don’t have to be the same place for it to sometimes screw things up (remember 1944_beach or whatever it was called? He had blue fog in the water and his guns etc outside were pure blue :)).


(]UBC[ McNite) #9

Ok, here are the results of my elaborate tests:

This truck stands on solid structural, the origin of the truck exactly touches the surface of the structural brush. Strangely this model is perfect. Keys: misc_model, origin, angle, model (no lighthing whatsoever). Its the truck of the first 2 pics in this thread. I deleted the model after it fucked up when I tried Ifuritas suggestion and put it in again selecting misc_model.

Problem is: deleting the model and inserting it new doesn’t always work, as u can see here: This truck stands on solid structural, the origin of the truck is exactly 1 unit above the surface of the structural brush. This model is black except for the mudguards. Keys: misc_model, origin, angle, model (no lighthing whatsoever).

These truck stand on detail brush, the origin of the trucks exactly 1 unit above the surface of the brush. Model is black except for the mudguards, the tires are black too. Keys: misc_model, origin, angle, model (no lighthing whatsoever).

Which means: I just falsifyed seven_dc’s theory about not touching structural for pic 1, and its no difference when the models stand on detail… I ll keep messing around with this.


(Ifurita) #10

http://www.sikstrom.nu/rikard/prefabs.htm

Drakir’s prefab site. He has a fully clipped truck prefab that i’ve used on 5 different maps. Haven’t had any problems with it other than the tires being reversed


(]UBC[ McNite) #11

Just had another try which turned out as an error: take the last pic of my set of 3 (the 2 trucks.
What I now tried was: deleting the models completely, then putting them in again. One of them as misc_model, one of them as misc_gamemodel. Both were black after the compile…
Can I win anyone of the pro’s for a look at my .map-file plz?

Can there be a mistake in my light-stage:
-fast, -patchshadows, -v, -samples 2


(Mean Mr. Mustard) #12

What is the lightmapscale for your map? I seemed to remember a thread (by hummer) about ‘unlit’ models like you show and something to do with lightmap scale…


(FireFly) #13

Here’s a solution: Use script_movers instead… At least that’s what I did after having alot of problems with misc_gamemodels not showing up correctly.

The _rs=1 _cs=1 key/value also works on script_movers.
Also add a scriptname key ( for example scriptname=dummytruck1) else you get in error when you load the map.


(Ifurita) #14

How’s the house coming along?


(]UBC[ McNite) #15

I haven’t set a _lightmapscale for my map yet. Just tried _lightmapscale 0.5 on one of the trucks, but that didn’t work. Now trying a compile with 0.05 on that same truck.

About why 2 of the trucks show: its the blitzbody3_mm.md3 that works perfect without doing anything about it (had all models standing in a row in the last compile to check on that).


(Mean Mr. Mustard) #16

Did a quick search…my terminology was incorrect…sorry :smiley: Here is the link. It did help my with my map also (had construction crates that were dark, but other that were fine)

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=5847&highlight=dark+models


(]UBC[ McNite) #17

Thx for that post, seems a similiar problem.

Nevertheless: having tried a gridsize of 128 128 128 and the suggested one of 128 128 64 I m right back again where I started: the trucks stay black.
In case this is relevant info: I use _ambient 12 and _color 0.71 0.79 0.83 in the worldspawn.


(Detoeni) #18

blitzbody has the following shader.

models/mapobjects/blitz_sd/blitz_sd_body
{
	qer_editorimage models/mapobjects/blitz_sd/blitz_sd.tga
	{
		map models/mapobjects/blitz_sd/blitz_sd.tga
		rgbgen lightingDiffuse
	}
}


if the model is used as a misc_model, this shader need to be remapped to a “implicitMap” shader,(the glass should also be remapped).
A “implicitMap” shader was used on the archesand blitzbody3_mm which works diffrent from the above.


(]UBC[ McNite) #19

I have no clue what you are talking about… i was hoping to get around a lot of shader work cuz I m a noob about it.
But it starts to piss me off that the models included in ET obviously don’t work without re-working them. The shader issue might also explain y SD made some of the static models in their maps a misc_gamemodel instead of misc_models. However, changing the models zu misc_gamemodels didn’t change anything about their blackness (as I wrote above).


(Loffy) #20

except for the mudguards

I just learned a new english word. Mudguard. Of course, that’s the perfect name for them.
// L.