Re: Complicated light source
Posted by Crono on Wed Oct 11th at 9:25pm 2006
You want texture lights, or a glowing texture:
The how to

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Re: Complicated light source
Posted by fishy on Wed Oct 11th at 9:31pm 2006
a long func_illusionary brush, set to not render, and textured with 'white001', is better than point lights. it will give a softer, more even result. alter the brightness by changing the scale of the texture. the lower the scales, the brighter the light.
you don't see this in game, so you'd use it in conjuntion with a 'selfillum' texture for the apparent light source.

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Re: Complicated light source
Posted by Warren on Fri Oct 27th at 8:37pm 2006
Sorry, how do I proceed with getting a long func_illusionary brush?
I was thinking a brush and then tie to entity but that doesn't seem to be it.
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Re: Complicated light source
Posted by Campaignjunkie on Mon Oct 30th at 9:23pm 2006
Hmm? You don't have func_illusionary in your entity list?

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Re: Complicated light source
Posted by omegaslayer on Thu Nov 2nd at 11:41pm 2006
The func_brush or illusionary needs to have the self luminating texture on it (lights/white001)

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Re: Complicated light source
Posted by Warren on Fri Nov 3rd at 1:46am 2006
They were both textured with lights/white001..
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Re: Complicated light source
Posted by Campaignjunkie on Fri Nov 3rd at 5:36am 2006
Four suggestions to try, in descending order of desperation:
1) Make sure VBSP isn't reporting any leaks and that you're running VVIS on the map as well. I believe texture lighting requires both of those.
2) Try the other lightswhite00x textures.
3) Edit the lights.rad in whatever mod you're mapping (for example, for HL2, go to half-life 2hl2lights.rad) in a text editor, maybe WordPad, and go to the line that reads lightswhite001. The four numbers after are the corresponding light settings for that texture. Try bumping up the fourth number to something like 1000 or 2000, just to make sure your texture lighting is working and that it's simply not because it's too dim to see.
4) Check the Kleiner lab VMF included with the SDK. Near the beginning in the basement brick area before the actual lab room, there is a boarded-up window with a white func_illusionary that uses this function. Copy and paste the setup into your map and adjust to your needs.

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