light_spot issues
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Re: light_spot issues
Posted by RabidMonkey777 on Mon Nov 22nd at 1:22am 2004


I'm having some issues with light_spots in Hammer 4 - When I compile my map, they aren't casting any er, light. I've noticed that in-editor, each has a little thing to mark their range, and I've deducted that this range marker has to in fact hit some brushes or something to light them. However, it's a rather short range marker for my purposes and I want the range to be farther - Is there some way to adjust this? I've played with the "Maximum Distance" field and it seems to do nothing, and there appear to be no other fields to adjust the range.



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Re: light_spot issues
Posted by 7dk2h4md720ih on Mon Nov 22nd at 1:45am 2004


This might be a bit obvious, but perhaps the range is directly related to the brightness?




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Re: light_spot issues
Posted by ReNo on Mon Nov 22nd at 2:00am 2004


I've had problems with them too, but havent had time to tinker much. You could play around with the Constant, Linear and Quadratic fields, which determine the relative fall off rates of the light, and see if they make any difference. You might also want to try making an info_target or something as the light_spot's entity to point at, just in case it helps. I'd be interested in hearing an answer as to why they aren't working properly as well.
[addsig]




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Re: light_spot issues
Posted by Campaignjunkie on Mon Nov 22nd at 2:19am 2004


I'm not having any such problems with light_spots. Consider making it brighter or setting the Max Range to Zero.
[addsig]




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Re: light_spot issues
Posted by omegaslayer on Mon Nov 22nd at 4:07am 2004


The problem might be that we dont have the full sdk yet.

[addsig]




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Re: light_spot issues
Posted by RabidMonkey777 on Mon Nov 22nd at 4:26am 2004


No, range hasn't been related to brightness - I've set the brightness to 1000, 2000, 100, whatever, and it still won't show up. I'll make a test map and experiment with the Constant, Linear and Quadratics and see what I can figure out.



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Re: light_spot issues
Posted by G.Ballblue on Mon Nov 22nd at 2:30pm 2004


Not the full SDK? This might explain why extra RAD makes my map come out full bright... [addsig]



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Re: light_spot issues
Posted by ReNo on Mon Nov 22nd at 2:47pm 2004


Nope, it comes out fullbright because -extra isn't a valid option in the new compile tools yet hammer gives you the option of setting it. Extra seems to be run by default in RAD now and you need to turn it off rather than turn it on. Just set it to normal and it should work properly.
[addsig]




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Re: light_spot issues
Posted by Vix on Thu Nov 25th at 12:28pm 2004


Hi.

I have created a spot_light in one of my test maps, and in "target_to_point_at" (or something like that) i put the name of a "info_node" entity (where i wanted the light to point at). And the light worked fine for me, i did not play with range yet...

i noticed alsos, that the lights needs to have a name...

No problems compiling with all options "normal" ... BSP, VIS & RAD.

I hope that helps, if i am not wrong, i don't have installed hammer in this machine... Be easy with me, and sorry about my bad english... i am from spain





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Re: light_spot issues
Posted by satchmo on Thu Nov 25th at 11:54pm 2004


What's wrong with your English? It's clear and concise. You're more of an effective communicater than some people whose English is their native language.

I believe people are always more critical of themselves than they deserve.





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Re: light_spot issues
Posted by Gwil on Fri Nov 26th at 3:53am 2004


Awww, how lovely.

People getting along and being friendly!

*bump*
[addsig]




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Re: light_spot issues
Posted by G.Ballblue on Fri Nov 26th at 4:11am 2004


You light_spot needs to target and info_target. The info_target must have the "target name" of the direction you want the light_spot to aim at.

And has someone already said this?

[addsig]




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Re: light_spot issues
Posted by Vix on Fri Nov 26th at 12:27pm 2004


hehehe, thanks i try to learn better english every day.

? posted by G.Ballblue

You light_spot needs to target and info_target. The info_target must have the "target name" of the direction you want the light_spot to aim at.

And has someone already said this?

Yes, i tried it with "info_target" too. Maybe the best entity is "info_target" and not "info_node" as i said. Anyway it works in both ways. I have not tested range things yet.

See you all





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Re: light_spot issues
Posted by Hench on Fri Dec 3rd at 1:11pm 2004


? quoting ReNo
Nope, it comes out fullbright because -extra isn't a valid option in the new compile tools yet hammer gives you the option of setting it. Extra seems to be run by default in RAD now and you need to turn it off rather than turn it on. Just set it to normal and it should work properly.

it`s still fullbright here and i tried it with the target entity & a lightspot, but i still dont see any lights , only the whole map in fullbright light





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Re: light_spot issues
Posted by Leperous on Fri Dec 3rd at 1:39pm 2004


If it's fullbright then you haven't run RAD on your map successfully, check your compile log.

If you are running a map with no lighting, the game will set mat_fullbright 1 which will affect all maps until you restart the game, or use a -mat_fullbright 0 console command to turn it off.





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Re: light_spot issues
Posted by thundercleese on Fri Dec 3rd at 4:08pm 2004


Thought I'd add my question here since I have a similar problem...

I started lighting my first level last night and i made a few different kinds of lights (so far .. so good).

I picked the light entity and started copying/pasting it to different places on my map. But only the first one actually emits any light! As far as i can tell I don't have any compile errors.

There's also some other weirdness. I added two spotlights in one area and they were working fine. Then I deleted all the non working light entities i created and remade them manually. Now my spotlights aren't working either!

I'm really really new, so this is probably some simple mistake. Any ideas?

also: my map is HL2:DM if that matters

[addsig]




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Re: light_spot issues
Posted by thundercleese on Fri Dec 3rd at 10:34pm 2004


Ok, I found that lights don't work if they intersect a brush. I had them halfway into the walls and moving them into the area fixed it. [addsig]



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Re: light_spot issues
Posted by Tracer Bullet on Fri Dec 3rd at 11:20pm 2004


? quoting satchmo
You're more of an effective communicater than some people whose English is their native language.

Case in point:

? posted by G.Ballblue

You light_spot needs to target and info_target. The info_target must have the "target name" of the direction you want the light_spot to aim at.

[addsig]





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