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Design Tools => Wall Worm Level Design in 3ds Max => Topic started by: Jimmarn on January 24, 2016, 03:50:07 PM

Title: [Solved] 2 issues Lightbaking has bad dark lines, mdl's and tex in BSP missing
Post by: Jimmarn on January 24, 2016, 03:50:07 PM
Hi, compiling the map I get some errors on light baking.
warning - face vectors parallel to face normal. bad lighting will be produced
And this makes the map have some ugly "cross-hatching" in some areas. I'm not sure what I need to do to get this fixed. The other problem I am having is that I've used a lot of custom textures and models, and these will not be packed inside the BSP file. Causing an online host using the map not possible, everyone that joins the map sees all customtextures as completely black, and error box over custom models.

Solution posted in further posts
Title: Re: 2 Problems Lightbaking has bad dark lines, and I can't get mdl's and tex in BSP
Post by: Jimmarn on January 25, 2016, 02:30:14 AM
I've managed to fix the light bugs, but I am still having trouble to get the custom textures and models into the BSP. It still reads black on other computers.
Think there's some stuff that gets missing exporting the map through WallWorm. I use a func_toggle, which always looses its name value upon exporting from Max. And looking in max under the properties there's no string to give it a name. Also the light issues was also something that re-occurred after importing the fixed VMF from Hammer,  exporting from WallWorm again then will show in Hammer an error that reads: "Entity has unused keyvalue "angles"" This I simply got fixed (in hammer) by pressing the fix button. And I did not get any warnings upon build after that. The I/O Connections error is the func_wall_toggle missing its "name" value. Also the Texture error is also something that probably happened by re-importing the map file from Hammer.

(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDbFhe37.png&hash=490795946d7f53d02b26718608396fe110dcab3a)

I did a small test of fixing all the issues in hammer, and re-importing it into Max, all the problems re-occurred.

Reading a comment here: states that all custom textures needs to be packed into the compiled file after it's been built. Using BSPZip
https://thegaminghitman.wordpress.com/2014/05/16/csgo-sdk-adding-custom-textures/
I might give this a try and report if this fixes my issue

Starting to wonder if this is because I have set the MatGenFolder to the same as Materialsrc?
Title: Re: 2 Problems Lightbaking has bad dark lines, and I can't get mdl's and tex in BSP
Post by: wallworm on January 25, 2016, 12:16:48 PM
That's odd. When I make a func_wall_toggle, it has more properties as in the screen shot. Perhaps you need to reparse your FGD. If it still doesn't work, then we'll need to get some more info about the mod, version and FGD files used.
Title: Re: 2 Problems Lightbaking has bad dark lines, and I can't get mdl's and tex in BSP
Post by: Jimmarn on January 27, 2016, 06:02:41 AM
I've managed to fix all the issues, the lightproblem re-appeared later on, and that was simply because one of the lights in the scene had a name to be able to toggle off and on through a switch. Lost the ability to switch light but the glitching is gone.
For the textures the main issue was that the pak batch process had to be run as administrator. This solved the textures missing in the bsp.
Title: Re: 2 Problems Lightbaking has bad dark lines, and I can't get mdl's and tex in BSP
Post by: wallworm on January 27, 2016, 11:11:15 AM
Odd that you need to run as admin. This isn't something I've ever had to do. But everyone's system is different. At least you know how to get it working now.