"dark player" problem
http://oi56.tinypic.com/282q43p.jpg
anyone know how to fix this?
i have tried adjusting the light_env levels and angles, messing with the light flags on the func_walls, and minimum light levels
Try with different value for Pitch, Yaw and Shade and Fall Off - Inverse square. Try to make the map littler darker too.
messing with these settings (BLINDLY messing, i might add) did nothing, neither did making it dark. ill tell u the settings i have my light_env at:
pitch: -60 (in "sync" with skybox sun)
yaw: 243 ( '' '' '' '' )
brightness: 250 215 133 100
fade: 0 (changed from 1 with no effect, 2 and .2 were both tried)
falloff: inverse square (all choices were tried)
I know 1 cause of this problem - NULL texture.
To be exact - NULL texture applied on a world brush and face map world.
This happens if a player stands near some NULL texture plane, even if some entity in between them. made an example:
http://www.myupload.dk/showfile/66522861c2d.PNG/ - ground is world brush, and area under the box has NULL texture.
http://www.myupload.dk/showfile/66523061c2d.jpg/ - that what happens if you stand on the box.
so just search for some planes with NULL texures near that place, especially if those are blocked with entities (func_wall). Apply some texture there instead of NULL, or try SKY texture.
im not sure i even understand that unfortunately sprin ><
im pretty sure it has to do with the actual lighting in the map. im gonna keep fooling around with the "sun"...
is player dark everywhere in the map or just in specific places?
just specific places. and on func_walls. picture a huge block with jumps on both sides, just as an example.
http://oi55.tinypic.com/2heczua.jpg
the large block (black rectangle) is the length of the map and theres jumps all over on both sides.
the sun is shining DIRECTLY on one side, so at any point the player is lit normally.
on the other side of the large block, where the sun isnt directly shining on, there is a portion (from the ground till about half way up) where the player is bright.
once u pass this point, the player becomes dark (however, this does not apply at all to the bright side of the block). this is where i have the trouble. on the func_walled jumps above this invisible line on the dark side of the block.
i hope this made sense LOL ><
Fail Sun
Did you apply null texture on your ground brush? If yes, then remove the null texture and compile again.
I dont know how to help but i can say that its a little nice:)
I wonder what was so hard to understand in my post =)
Anyway I got an idea how you can get rid of the bug (but in testing purposes):
find some regular texture you havent used in your map and replace NULL with it (SHIFT+A -> Replace -> Find: null & Replace: ), compile the map and see the bug still there.
there is a chance that not gonna help in case you use "sky" texture instead of "null". sky texture causes same problems.
lol i should tell u, the way i make a map is i build using NULL, then go in after and texture all faces visible by the player. so replacing null with "replace" isnt a good idea :P
but ive played many kz_ maps that have this problem so if the checkers deny it for this reason, then thats just....yeah
Do some of us said that we denied maps because of this bug?
This bug is more that common in most kz_ maps, but yes if the bug persist everywhere, then that should be a reason for denied. But in this case absolutely no.
We didn't denied your map, because of tat bug. If this is the only problem in your map, then I don't think it will be a problem, but it's my own opinion.
Originally posted by Timmycakeslol i should tell u, the way i make a map is i build using NULL, then go in after and texture all faces visible by the player. so replacing null with "replace" isnt a good idea :P
but ive played many kz_ maps that have this problem so if the checkers deny it for this reason, then thats just....yeah
1. I advised you to do it in testing purposes, to check if it really helps. You can always "Replace" them back with no harm.
2. XJ rules do not force you to use "null" texture all the time. It is recommended to improve FPS. Its good to use NULL on entities, however NULL on regular faces (world brush) does not affect FPS at all in most cases (with "vis -full" compiling option at least)
I know that null texture (and sky texture inside the map) causes problem you obviously have, so I just suggest you to get rid of all null textures and see if it helps. This is pretty fast way to check it. After that if it does help - you can just null your entities (func_wall, func_illusionary, ...) back like they were before for example (null texture on entities doesnt cause such problem)...
Well, you are the one who need to fix this bug. And Im kinda tired convincing you and explaining things over and over...
you can very simply use the replace tool and switch the null texture with a texture you used nowhere in your map. see if it fixes the problem and if it doesn't just switch the texture back with the null one. or you can just backup your map with nulls..
so many things to do
Closed on request.