Re: Complicated light source
Posted by fishy on
Wed Oct 11th 2006 at 9:31pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
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.
i eat paint
Re: Complicated light source
Posted by Warren on
Fri Oct 27th 2006 at 8:37pm
17 posts
2 snarkmarks
Registered:
Aug 7th 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.
Re: Complicated light source
Posted by Campaignjunkie on
Mon Oct 30th 2006 at 9:23pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
Hmm? You don't have func_illusionary in your entity list?
Re: Complicated light source
Posted by Warren on
Fri Nov 3rd 2006 at 1:46am
17 posts
2 snarkmarks
Registered:
Aug 7th 2006
They were both textured with lights/white001..
Re: Complicated light source
Posted by Campaignjunkie on
Fri Nov 3rd 2006 at 5:36am
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
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 lights\white00x textures.
3) Edit the lights.rad in whatever mod you're mapping (for example, for HL2, go to \half-life 2\hl2\lights.rad) in a text editor, maybe WordPad, and go to the line that reads lights\white001. 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.