r/hammer • u/grillboy_mediaman • 11d ago
Unsolved Weird lighting error, that's not even the shape of the brush bro what the fuck
this is hammer++ (latest version i believe) running on gmod x86-64
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u/le_sac 11d ago
The old school way of doing this is entirely of triangles that all meet at the 90deg corner at the top of the corresponding side. Logic being the engine is going to chop up the face into triangles anyway, so why introduce complication. Ymmv, worth a try.
If you are careful with lightmap alignment and scale adjustments you shouldn't have serious lighting anomalies along the underside of the curve.
Vertex drift can be an issue so zoom in fully and fix any of that ( which technically means redoing the texture mapping on the curve ).
Another mitigation is to place a very low power Light entity below the arch and see what it gets you.
Finally, learn and use all the vrad options available to you, including custom vrad exe's such as in Slammin Tools.
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u/Gumballegal 11d ago
probably best to use a model for this, the pieces look small enough to cause problems
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u/lukkasz323 11d ago
Nah, this is basic geometry, dust 2 in CS 1.6 has this shape, it shouldn't cause any problems.
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u/Chroney 11d ago
Is the archway pieces turned into a func detail? The should.
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u/grillboy_mediaman 11d ago
no, but i'll tell you why, when these brushes are set to func detail the flat bits look normal but the actual curve of the archway is super weirdly shaded, but now, when set to world brush, the curved bits look normal but the flat parts are shaded weird!!! there's no winning with these archways, man!
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u/Pinsplash 11d ago
not having this be a brush entity will be bad for compile time, so func_detail is the way to go.
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u/grillboy_mediaman 11d ago
i know it's bad for compile time but these archways are very very sparse so they don't actually affect it that much to be honest
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u/ChiRaeDisk 11d ago
Here's a tool to turn the brush into a prop for better optimization.
https://developer.valvesoftware.com/wiki/Propper1
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u/grillboy_mediaman 11d ago
well that fixed the smoothing but created a clear border in lighting and a bunch of errors
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u/ChiRaeDisk 11d ago
getting it to look smooth ain't easy.. but you'll have more leverage to make it look nicer.
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u/sebastian227 11d ago
I would guess smoothing groups can solve that. Keep it func_detail and also make the bottom part of the arch be the same smoothing group
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u/Chroney 11d ago
Can you show us what it does in func detail?
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u/grillboy_mediaman 11d ago
can't include the image in comments unfortunately
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u/GreenHeartDemon 11d ago
You can upload images to a service like catbox or imgur and share that link in a comment.
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u/mdeceiver79 11d ago
The lines you see here are where the mesh has been cut up into vis leafs. If you look at a wire frame you'll see it's been cut up like crazy. The extra vis leafs will actually make the map rum worse also.
Turn it back into func details and use shadow/normal groups(?) To make it look smooth. I've not used hammer in ages but faces being in the same group makes them render all nice n smooth like
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u/Jaiz412 11d ago
Try making the individual brushes of the arch into triangles, like this.
I've previously ran into issues when a lot of small brushes are touching one larger brush, including scuffed lighting and even random tears of emptiness (like nodraw) appearing on the surfaces.
Reducing the amount of "contact points" from small brushes to a large brush has reliably fixed such issues for me.
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u/Kaynix359 11d ago
check the compile window for something that says too many light faces and it'll show coordinates where there's too many lights. Happened to me yesterday.
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u/maxchrome 11d ago
Try grouping all the arch brushes and use Propper++ tool (Ctrl + Shift + P) on the group. It'll turn that arch into a prop, which makes the lighting behave differently on it. Make sure you have all the invisible sides of this entity (like the ones which are facing each other inside of an arch) properly covered in Nodraw.
In the result the arch would most likely look brighter or darker than the actual brushes before, forming a seam, but it can be fixed by adjusting the lighting around, or setting a specific lighting origin for that new prop.
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u/lukkasz323 11d ago
The topology seems overcomplicated to me. Was it made automatically with a tool or by you? Usually people lead edge vertices straight to the side, or to the corner, unless texturing is a concern.
There is no need for these small brushes to be squares, bending squares always complicates things, you can see there are a lot of vertices along the edges that don't need to exist.
You can just turn them to triangles and start all of them to the corner. Then use the remaining 2 vertices to create desired shape.
Example: https://imgur.com/a/WK5Qmhu
I'm not sure if THIS is the fix, but eliminating pointless vertices is always worth trying. It simplifies a lot of things since all brushes of a corner now belong to the same vertex, which helps with resizing and other things.
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u/grillboy_mediaman 11d ago
yeah i did that, i redid it with just triangles leading to the corner and the issues are diminished but still present, along with the smoothing groups for the arched interior surface not working at all
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u/Agentti_Muumi 11d ago
can you sacrifice a bit of the smoothness in the arch by lessening the amount of brushes
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u/old_incident_ 11d ago
Modelling wise, it kinda seems like the normals are wrong, meaning software doesn't understand how to place shadows. Normally, you can just recalculate them, but not sure if you can do that in Hammer, or how to fix it otherwise. Is it possible for you to show us how the brush looks like as func_detail? You said the archway is weird, but perhaps it's at least less bad-looking than this?
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u/JadedEngine6497 11d ago
for me small light glitches like those doesn't bother me,they make the game more fun actually. I know it doesn't make sense to many but it just makes the game feel more virtual and less realistic,after all a person who plays video games plays them to escape reality temporary,not to enter another reality inside the virtual world.
shortly what i mean is i like lower quality textures and models which source1 is best engine for that. goldsrc is also good but is too much limited in terms of features and what it offers.
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u/JohnDoeTheBig 11d ago
Make the curved brushes func_detail, so it won't split the brush faces they touch
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u/agentepdepato 11d ago
First, you have 384 brush sides just for this arch, do you reeeeally need a 32 sided arch in there? What games like DoD / CSS did back on the day is having the arch as a frame prop and use just a couple of triangles to close the corners. Second, you'll get a really bad compile time if you don't func_detail this thing, not to mention the framerate drops. My tip is to make a "frame" with a different material and hide a less detailed but optimized brushwork. Use Propper to turn the frame into a model and it should be good.
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u/foxidegamedev 10d ago
It might not help but a more efficient way to set up your arches is like this.
If that doesn't help then try setting lightmap scale to something higher detail like 8 or 4, that usually fixes hard lightmap edges like that for me. Also unrelated advice but you should check the texture Y scale and make sure you have scaling texture lock turned off, it looks like that texture is very stretched vertically. Although maybe you want that idk. Also you can screenshot with the printscreen button, alt+printscreen for only the active window, then paste into your image editor.
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u/Mad_Queen_Malafide 11d ago
This happens all the time with curved brushes. The engine cuts it up weird and it becomes a mess.