light_spot
Post Reply
Quote
Re: light_spot
Posted by homogenous on Sun Feb 20th at 8:29am 2005


Ok, my light_spot entities do not appear in game. The normal light entity does. The thing I noticed that led me to believe something may be wrong, is that normally there is a preview of the light_spot in the 3d view of hammer; the cone showing the inner and outter light. This does NOT appear in mine. I looked at the sdk_dm_lockdown map to see if I had a setting wrong, and guess what? The cones didnt appear there either. I have absolutley no idea what is going on, have done something wrong in terms of setting the light_spot entity up, or is there something wrong with hammer itself?

I used these settings on the light_spot entity

pitch yaw roll : 0 0 0

brightness: 159 237 215 1800

appearance: normal

custom appearance:

constant: 0

linear: 0

quadratic: 1

entity to point at:

inner angle: 35

outer angle: 60

focus: 1

maximum distance: 50

pitch: -90

Ill post the compile log if anyone requests it, doubt it will make a difference, i glanced over it and nothing seemed out of the ordinary.





Quote
Re: light_spot
Posted by fishy on Sun Feb 20th at 8:40am 2005


turn the 'toggle helpers' button on if you want to see them. it's the button next to the compile button on the toolbar.

[addsig]



Quote
Re: light_spot
Posted by Orpheus on Sun Feb 20th at 10:30am 2005


top entry: pitch yaw roll : 0 0 0

last entry: pitch: -90

contradictory?

i don't think its your problem, just odd.

[addsig]




Quote
Re: light_spot
Posted by Natus on Sun Feb 20th at 1:21pm 2005


if you want one of the cool light cones/beams then use a point_spotlight instead, light_spot is just a light pointing at something...as far as i know
[addsig]




Quote
Re: light_spot
Posted by French Toast on Sun Feb 20th at 4:02pm 2005


Try turning down the brightness, when I crank it up really high it doesn't work. Try that. [addsig]



Quote
Re: light_spot
Posted by homogenous on Sun Feb 20th at 6:41pm 2005


ok, i got the cones to appear in the 3d view (thanks by the way) but the light_spot still doesnt appear in game, really not sure what the deal is. When i compile rad and vis are literally instant, which leaves me to believe something is wrong.

And, how do you lower the brightness? All i seem to be able to do is change the color of the light.





Quote
Re: light_spot
Posted by RaPtoR on Sun Feb 20th at 7:10pm 2005


? quote:
top entry: pitch yaw roll : 0 0 0

last entry: pitch: -90

contradictory?

i don't think its your problem, just odd.



Change pitch yaw roll to -90 0 0 and see if that helps.
[addsig]




Quote
Re: light_spot
Posted by homogenous on Sun Feb 20th at 8:24pm 2005


Ok, another issue here... the point_spotlight entity wont work either. I put them in the map and they just dont appear when i compile. Still cant get the light_spot to work.



Quote
Re: light_spot
Posted by Gwil on Sun Feb 20th at 9:20pm 2005


Light spot does not act as a spotlight - the name is deceiving. It merely projects light outward in a coned direction - and has no models associated with it.

It's a similar effect to having a concave lightshade. If the light is actually lighting up in the game (ie light_spot), but doesn't look like a "spotlight" - it IS working.

When you edit the light, look under brightness to change the brightness - the first three values eg (200 150 70) are the RGB values of the light colour, and the fourth value is "brightness" - it starts at 200 for default, toy around with lower/higher values to get the effect you want.

Please try and keep it to one question per thread, too

If you want the "beam" spotlights (as used by the Combine at Nova Prospekt for example), you want a different entity entirely, not light_spot.


P.S. - as a rule of thumb, ALWAYS post your compile log, even if you suspect there is nothing wrong with it. [addsig]




Quote
Re: light_spot
Posted by homogenous on Sun Feb 20th at 10:55pm 2005


ok heres the compile log, i did see something strange: after running vis and rad it tells me there is 0% light data...

materialPath: c:program filesvalvesteamsteamappsglenmcintosh@shaw.cahalf-life 2 deathmatchhl2mpmaterials
Loading C:Program FilesValveSteamSteamAppsglenmcintosh@shaw.casourcesdk_contenthl2mpmapsrcspotlight.vmf
material "tools7oolsskybox" not found
Material not found!: TOOLS7OOLSSKYBOX
material "tools6oolsskybox" not found
Material not found!: TOOLS6OOLSSKYBOX
material "tools oolsskybox" not found
Material not found!: TOOLS OOLSSKYBOX
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 76 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppsglenmcintosh@shaw.casourcesdk_contenthl2mpmapsrcspotlight.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Building Physics collision data...
done (0) (91674 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (189358 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing C:Program FilesValveSteamSteamAppsglenmcintosh@shaw.casourcesdk_contenthl2mpmapsrcspotlight.bsp
3 seconds elapsed


1 threads
reading c:program filesvalvesteamsteamappsglenmcintosh@shaw.casourcesdk_contenthl2mpmapsrcspotlight.bsp
reading c:program filesvalvesteamsteamappsglenmcintosh@shaw.casourcesdk_contenthl2mpmapsrcspotlight.prt
109 portalclusters
437 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 10 visible clusters (0.00%)
Total clusters visible: 11355
Average clusters visible: 104
Building PAS...
Average clusters audible: 109
visdatasize:3933 compressed from 3488
writing c:program filesvalvesteamsteamappsglenmcintosh@shaw.casourcesdk_contenthl2mpmapsrcspotlight.bsp
11 seconds elapsed


[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsglenmcintosh@shaw.casourcesdk_contenthl2mpmapsrcspotlight.bsp
558 faces
225718 square feet [32503500.00 square inches]
2 displacements
14035 square feet [2021154.75 square inches]
558 patches before subdivision
9266 patches after subdivision
8 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 transfers 419215, max 272
transfer lists: 3.2 megs
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)..... Done<0.0133 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 141/8192 1692/98304 ( 1.7%)
brushsides 925/65536 7400/524288 ( 1.4%)
planes 470/65536 9400/1310720 ( 0.7%)
vertexes 1113/65536 13356/786432 ( 1.7%)
nodes 223/65536 7136/2097152 ( 0.3%)
texinfos 308/12288 22176/884736 ( 2.5%)
texdata 34/2048 1088/65536 ( 1.7%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 370/0 7400/0 ( 0.0%)
disp_tris 640/0 1280/0 ( 0.0%)
disp_lmsamples 35256/0 35256/0 ( 0.0%)
faces 558/65536 31248/3670016 ( 0.9%)
origfaces 407/65536 22792/3670016 ( 0.6%)
leaves 225/65536 12600/3670016 ( 0.3%)
leaffaces 843/65536 1686/131072 ( 1.3%)
leafbrushes 438/65536 876/131072 ( 0.7%)
surfedges 4382/512000 17528/2048000 ( 0.9%)
edges 2663/256000 10652/1024000 ( 1.0%)
worldlights 8/8192 704/720896 ( 0.1%)
waterstrips 90/32768 900/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1386/65536 2772/131072 ( 2.1%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 793324/0 ( 0.0%)
visdata [variable] 3933/16777216 ( 0.0%)
entdata [variable] 9482/393216 ( 2.4%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/13288 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3442 ( 0.0%)
pakfile [variable] 52530/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 91674/4194304 ( 2.2%)
==== Total Win32 BSP file data space used: 1159352 bytes ====

Linux Specific Data:
physicssurface [variable] 189358/6291456 ( 3.0%)
==== Total Linux BSP file data space used: 1257036 bytes ====

Total triangle count: 1626
Writing c:program filesvalvesteamsteamappsglenmcintosh@shaw.casourcesdk_contenthl2mpmapsrcspotlight.bsp
17 seconds elapsed





Quote
Re: light_spot
Posted by Orpheus on Sun Feb 20th at 11:07pm 2005


off topic perhaps: i have never seen a double 10 compile before.. whats with that i wonder? [addsig]




Post Reply