Source SDK

Source SDK

SALT2TASTE Apr 9, 2015 @ 12:06am
Lightmap Scale Glitch?
I've been looking everywhere, tried many things, and still haven't found a solution. I'm not the kind of person to post here without first doing a lot of research so please hear me out.

I have a map with a cave, lots of displacements. For some reason the lightmap scale on some displacements' textures gets locked at a seemingly arbitrary minimum. One texture will only go down to 35. When I type a lower value and hit apply, it jumps back up to 35. I want 8, so this is horrible. It happens with many faces and many different stuck minimums. 17, 9, 31... I can go higher, just not lower.

I have tried doing a copy/paste of the displacement and the new one's lightmap scale still gets stuck. I have tried copy/paste special. I have tried changing the texture. I have tried changing the texture scales. I have tried saving the entire map to a new file. I have complex displacements with many props on each, so I don't want to have to remake all of them. Especially if I don't have any guarantee that a new one won't end up doing the same thing.

Please help, and thanks for taking your time to read this.
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Showing 1-10 of 10 comments
Dmitriy Apr 9, 2015 @ 3:29am 
okay, so to make it lower you need to make the displacement smaller. Make a 256x256 units displacement and you can put 4 in lightmap scale AFAIR
Rectus Apr 9, 2015 @ 6:56am 
You can cut up the displacements into smaller parts pretty easily with the clipping tool.

The reason for the issue is that there is a maximum lightmap size, and the compiler can't automatically cut up displacements the same way it cuts up brushes to fit multiple lightmaps on them.
SALT2TASTE Apr 9, 2015 @ 9:35am 
Wow. Thanks guys. I guess they aren't arbitrary numbers. I thought it couldn't be the size because i have one huge one stuck at 35, and a MUCH smaller one stuck at 31, while a medium one was stuck at 17. But I'm going to try your idea tonight. I bet it'll work since it's the one thing I haven't tried. lol

Thanks!
SALT2TASTE Apr 9, 2015 @ 9:46am 
I also remember reading that hammer would automatically cut objects that are too large during the rendering process. It's good to know that doesn't include displacements.
SALT2TASTE Apr 9, 2015 @ 5:37pm 
Well, that managed to correct the lightmap scale issue, but it caused another. I had gravel overlays on the dirt textured displacements. After cutting the displacements the overlays went haywire in game. In hammer they were fine. SO! I deleted every single one, and rendered again. No glitches. Then I went back and put new overlays on the ground. Same thing happened. While looking at some angles the overylays disappear. I then went into a room and went back to where the displacements were, and now some of the gravel (in the same spots it used to disappear) have all turned to an odd blackish color, but not full black squares. (so it's not a mixing texture file) Any ideas guys? I also set corbon bounds and rendered a section of the ground with the gravel on it, and there was no issue.

https://www.youtube.com/watch?v=AEwnFVO6pfg

That is what it looks like.
Rectus Apr 10, 2015 @ 1:01am 
Those are some weird issues. I'd guess that either there is an invalid brush or displacement somewhere, or you've hit some sort of engine limit.

Posting compile log might help pinpoint the issue.

The weird lighting at the edges of the displcements can be caused by other displacents on the same brush. Make sure that only the side of the brush with the actual ground is a displacement.
Dmitriy Apr 10, 2015 @ 1:06am 
I'd suggest to post each problem in separate thread with a meaningful title for others to easily find the solution if they get into similar problem
SALT2TASTE Apr 10, 2015 @ 3:45am 
Alright I'll do that. And there are no other displacements on them. I made sure of that, but thanks for lookin out. I believe the weird edge lighting is happening since I have no env_lighting. All the lighting comes from spot lights. When I added enough ambient lighting it went away, but it also got rid the cool look of the spot lights beaming specific locations. But yea, I'll post a new thread for the new problem (overlay issue) with the images there.
SALT2TASTE Apr 10, 2015 @ 4:06am 
In case anyone gets the same glitch after finding it here. Since fixing the lightmap issue seemed to have caused this issue...

Here's the new thread.

http://steamcommunity.com/app/211/discussions/2/611702631242886732/
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Date Posted: Apr 9, 2015 @ 12:06am
Posts: 10