Re: light problem
Posted by Jinx on Fri Jun 27th at 3:26am 2008
Accepted Answer
Sounds like you have a LEAK in the map. If your map is not totally sealed from the 'void' outside, the RAD (lighting) part of the map compile will not run. Without RAD, you end up with a map that is 'fullbright', ie completely lit all over with no nuanced lighting calculated.
Check for leaks- even if they are 1 pixel wide, you get this problem. Also, any brush that is an entity- a func_wall for example- will not 'seal' the map.

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Re: light problem
Posted by Jinx on Fri Jun 27th at 1:34pm 2008
If the func_door is at the edge of the map, turn it back into a regular brush until there is another sealed room on the other side of it.
As you build the map, you'll need to keep it sealed. So if you have a hallway or doorway started that will go to a room you haven't started yet, just 'cork' it with a big brush when you compile so that you don't get a leak.

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Re: light problem
Posted by Le Chief on Fri Jun 27th at 11:57pm 2008
Yeah, you need to create an entity called 'light'. You may have to change the lights brightness depending on the size of the room, this is done in the "brightness" field. There are 4 values in that field (separated by a space). The first 3 values are Red, Green, Blue, they are used to control the colour of the light, the 4th value is the brightness. So for example, 255 0 0 400, is a bright red light and will light up a large area, 255 0 0 50, is a small red light, 255 255 255 200 is a white light.

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