Ok so heres the deal, for a while my maps were working like I thought they should but after a while when ever I tested my map it acted like all my light/light_spot entities were light_environment entities, but when I checked their properties they said they were light/light_spot entities. So I tried deleting them and making new ones(I thought I might have messed up their settings some how) but got the same results. Then I just deleted them and didn't make new ones, and it still acted like I had a light_environment in it some where.
Heres some other info
Editor version:3.4(the download link here at snarkpit doesn't do anything on my computer)
No skyboxes where used
The map was a 2 room start of a map I was making
I think it might be a map setting some where but I am new to mapping, and haven't messed with any of the map settings so far.
Thanks alot for any help!
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Re: Lighting Issue
Posted by Le Chief on Wed Apr 1st at 1:00am 2009
Posted by Le Chief on Wed Apr 1st at 1:00am 2009
Sounds like you have a leak in your level. Your map must be composed of an "inside" and an "outside". The inside is your actual level, your outside is everything except the inside of your level, so the rest of the empty space. So, imagine if you filled water inside your level, if the water can escape your level and enter the outside void, you have a leak (a hole in your level). You must have a solidly defined inside and outside, any gap no matter how small will result in a leak.
Also, brush based entities (func_door, trigger_multiple, func_wall etc) are like wood, they are bad for holding water. So brush based entities will not prevent your imaginary water from escaping outside.
Also, having entities on the outside of your level will confuse the compiler, the outside of your level can not contain any entities. Having entities on the outside will also result in a leak.
One attribute of a leak is that your level will appear to be "full bright".
Also, brush based entities (func_door, trigger_multiple, func_wall etc) are like wood, they are bad for holding water. So brush based entities will not prevent your imaginary water from escaping outside.
Also, having entities on the outside of your level will confuse the compiler, the outside of your level can not contain any entities. Having entities on the outside will also result in a leak.
One attribute of a leak is that your level will appear to be "full bright".
Re: Lighting Issue
Posted by Enigma Man on Wed Apr 1st at 1:25am 2009
Posted by Enigma Man on Wed Apr 1st at 1:25am 2009
Huh I never would've thought entities would do that(shows how inexperenced I am)I thought ones like func_wall would count as a wall(hence the name
)oh well I'm off to go make some other mistake later, thanks
)oh well I'm off to go make some other mistake later, thanks
Re: Lighting Issue
Posted by Le Chief on Wed Apr 1st at 1:50am 2009
Posted by Le Chief on Wed Apr 1st at 1:50am 2009
Well, if you consider that there must be an inside and outside of your level and entities can only exist on the inside, then brush based entities not sealing up gaps makes sense right?
Re: Lighting Issue
Posted by Enigma Man on Wed Apr 1st at 2:05am 2009
Posted by Enigma Man on Wed Apr 1st at 2:05am 2009
Well I had forgotten about not being able to place entities on the outside of the level when I made the func_wall(it was the glass of a unuseable door)and the func_breakable(a breakable part or a tunnel I was working on)and I thought there must've been a leak that I hadn't seen after I patched everything up when I read the thing about ZHLT 2.5 not making pointfiles in the leaks article(which I wasn't thinking and thought that was some sort of compiling issue) and switched back to worldcraft's original compiling tools and now all my lighting issues are gone.
Re: Lighting Issue
Posted by Le Chief on Wed Apr 1st at 2:15am 2009
Posted by Le Chief on Wed Apr 1st at 2:15am 2009
Your using the original compile tools? I strongly recommend the ZHLT tools, they are much more efficient and will result in a map with more accurate lighting and visibility (what can be seen from where) aswell as increasing some engine limitations (you can have more texture data etc etc in your maps with ZHLT than the old tools) plus a wide array of extra options (parameters) for compiling your map. In fact the latest version, 3.4, was built in February 2006 if I remember correctly which is two years after Half-Life 2 was released!
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