light_enviroment problem
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Quote
Re: light_enviroment problem
Posted by Junkyard God on Thu Oct 28th at 12:04pm 2004


hi, this might be a realy, realy stupid question but here it goes, (don't laugh )
could anyone tell me how to make a light_enviromental entety work,
i make one, put the pitch to 45, and tried -45 too, and the map stays black, but.....

the light_enviroment seems to be shining upwars becouse the sky is brightly lit,

anyone got any suggestions, or mabye anyone wants to post the settings of a working light_enviroment entety like this :
brightness:
pitch :
color:

so i can just use that






Quote
Re: light_enviroment problem
Posted by Orpheus on Thu Oct 28th at 12:13pm 2004


? quoting BioPulse
hi, this might be a realy, realy stupid question but here it goes, (don't laugh )
could anyone tell me how to make a light_enviromental entety work,
i make one, put the pitch to 45, and tried -45 too, and the map stays black, but.....

the light_enviroment seems to be shining upwars becouse the sky is brightly lit,

anyone got any suggestions, or mabye anyone wants to post the settings of a working light_enviroment entety like this :
brightness:
pitch :
color:

so i can just use that

perhaps try "down"

light environs work, if light entities do.. put a light in your map, if it works so will the light environ..

point it "down"

[edit] sky textures do not reflect light, so if it looks bright up there, thats because its a bright sort of sky..

also, light environs only work, if its a real sky brush texture.. you cannot just put a world solid up there that looks like a sky, and say " i have a sky" it must be a sky brush..

[addsig]




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Re: light_enviroment problem
Posted by Pvt.Scythe on Thu Oct 28th at 12:15pm 2004


If I recall correctly you need negative pitch for it to point downwards...

Try these settings:

brightness: 255 255 255 180

Pitch Yaw Roll: 0 144 0

pitch : -60
color: 255 255 255 (or what you wish to use)

That should work.

[addsig]




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Re: light_enviroment problem
Posted by Orpheus on Thu Oct 28th at 12:19pm 2004


? quoting Pvt.Scythe

If I recall correctly you need negative pitch for it to point downwards...

Try these settings:

brightness: 255 255 255 180

Pitch Yaw Roll: 0 144 0

pitch : -60
color: 255 255 255 (or what you wish to use)

That should work.

i dont think this has any sky values..

all you need is:

color
intensity
pitch
angle
and you may use the clock dial to point light origin.. as in moonlight comes from here.

[addsig]




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Re: light_enviroment problem
Posted by BlisTer on Thu Oct 28th at 2:40pm 2004


? quoting Orpheus

also, light environs only work, if its a real sky brush texture.. you cannot just put a world solid up there that looks like a sky, and say " i have a sky" it must be a sky brush..

i think this is idd the problem, firstly you have to apply the "SKY" texture on the brushes you want , and secondly, and maybe this is what u didnt do, you have to apply them on ALL the faces of those brushes for them to be able to "shine"





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Re: light_enviroment problem
Posted by Orpheus on Thu Oct 28th at 3:17pm 2004


? quoting BlisTer
? quoting Orpheus

also, light environs only work, if its a real sky brush texture.. you cannot just put a world solid up there that looks like a sky, and say " i have a sky" it must be a sky brush..

i think this is idd the problem, firstly you have to apply the "SKY" texture on the brushes you want , and secondly, and maybe this is what u didnt do, you have to apply them on ALL the faces of those brushes for them to be able to "shine"

be careful, its awfully easy to confuse new mappers.. sky brushes are blue in hammer.. they are not actually what i would call a texture, because it doesn't look the same in editor and in game..

sky's must be sky's.. in the texture panel, browse for "sky"

[addsig]




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Re: light_enviroment problem
Posted by Forceflow on Thu Oct 28th at 3:36pm 2004


here's the skybox tut:

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=52
[addsig]




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Re: light_enviroment problem
Posted by G.Ballblue on Thu Oct 28th at 7:52pm 2004


It can also depened on whether you are using ZHLT, or QTools. QTools require several well place light_envioronments, at the right hieight, to light out doors/windowed rooms properly. ZHLT fixes the bug, you place 1 light envoronment anywhere, and ZHLT carries it out correctly

[addsig]



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Re: light_enviroment problem
Posted by Orpheus on Thu Oct 28th at 8:03pm 2004


? quoting G.Ballblue

It can also depened on whether you are using ZHLT, or QTools. QTools require several well place light_envioronments, at the right hieight, to light out doors/windowed rooms properly. ZHLT fixes the bug, you place 1 light envoronment anywhere, and ZHLT carries it out correctly

q tools require that you put a light_environ in each area with a sky brush, its height doesn't matter..

*looks back at first post*

he isn't using qtools is he?

no matter what you may hear, use only zoners tools, i recommend the 2.5.3 for n00b mappers, you need nothing more for satisfactory results.

[addsig]




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Re: light_enviroment problem
Posted by DocRock on Thu Oct 28th at 8:27pm 2004


My first guess would be that the map has a leak and the reason the light_environment doesn't work is because of the leak. It's also probably why the sky looks so bright.

Maybe post your compile log here, but I'm betting you have a leak.

Seal the leak and then try to recompile. Just make sure, too, that the light_environment's pitch is a negative number - and make sure the light is coming from the direction of the sun in the skybox.

[addsig]




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Re: light_enviroment problem
Posted by Orpheus on Thu Oct 28th at 8:31pm 2004


dangit, why do i always assume

i assumed he would have mentioned a leak.. afterall its hard to miss it in the compile window.

yeah.. thats prolly it :/

[addsig]




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Re: light_enviroment problem
Posted by Tracer Bullet on Thu Oct 28th at 8:50pm 2004


? quoting BioPulse
hi, this might be a realy, realy stupid question but here it goes, (don't laugh )
could anyone tell me how to make a light_enviromental entety work,
i make one, put the pitch to 45, and tried -45 too, and the map stays black, but.....

the light_enviroment seems to be shining upwars becouse the sky is brightly lit,

anyone got any suggestions, or mabye anyone wants to post the settings of a working light_enviroment entety like this :
brightness:
pitch :
color:

so i can just use that


a) It cannot be a leak because otherwise his map would be fullbright

b) It cannot be a skybox problem because otherwise the sky would not be "bright" when the rest of the map is dark.

That said, I don't know what the problem might be. Try, as someone already said, and see if normal lights work. Also, post your compile log.

[addsig]




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Re: light_enviroment problem
Posted by Orpheus on Thu Oct 28th at 9:00pm 2004


? quoting Tracer Bullet

a) It cannot be a leak because otherwise his map would be fullbright

been a while, is this true with the old qtools??

remember qtools would compile almost anything.. good or bad.

zoners is full bright, because they halt the compile process, qtools continue with a leak or not..

[addsig]




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Re: light_enviroment problem
Posted by G.Ballblue on Thu Oct 28th at 9:46pm 2004


One way to spot a leak in game with the Q Tools (from my old experiences ) is that the lighting will generally be fine, until it hits the source of the leak. then the lighting just sorta... stops. For absolutely no reason, and you know the lighting shouldn't stop there.

(stopping as in, a.k,a full black)

[addsig]




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Re: light_enviroment problem
Posted by Tracer Bullet on Thu Oct 28th at 10:39pm 2004


I hadn't considered that. It may be that the Q-tools don't fullbright the map. I don't think I EVER used them so I've no idea.

[addsig]



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Re: light_enviroment problem
Posted by omegaslayer on Fri Oct 29th at 12:40am 2004


Do you even have a sky brush box in your map? cause the sky is always brightly lit despite whether you have light or not.

And I would suggest deleting the light enviornment you have, and then just add a new one cause the default should give you light on the ground. Then do a test compile and adjust setting from there on.

Also check if you have the latest .fgd cause if I recall there was a error fixed in the newer fgd that adressed a problem with light enviornments.

[addsig]




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Re: light_enviroment problem
Posted by Junkyard God on Fri Oct 29th at 10:38pm 2004


thanks alot guy, i think i got the problem fixed, iif i get more problems i'll aks again (in this topic) thanks alot


nice emoticones btw hehe




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Re: light_enviroment problem
Posted by fraggard on Sat Oct 30th at 2:40am 2004


? quoting BioPulse
thanks alot guy, i think i got the problem fixed, iif i get more problems i'll aks again (in this topic) thanks alot

If one of the answers helped you, mark the answer right. If you found a different solution, post it and mark it right.

Oh, and new problems in new topics





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Re: light_enviroment problem
Posted by Irenicis on Mon Nov 8th at 5:03am 2004


does anyone know a suitable light_environment setting for a desert map? something like de_dust or anything else....

[addsig]



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Re: light_enviroment problem
Posted by Orpheus on Tue Nov 9th at 3:47am 2004


burns my butt, when my correct answer is marked RED

its just as right, as the blue answer following it.. *growls*

[addsig]





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