light problem

light problem

Re: light problem Posted by Jack of Blades on Fri Jun 27th 2008 at 1:43am
Jack of Blades
11 posts
Posted 2008-06-27 1:43am
11 posts 1 snarkmarks Registered: Jun 26th 2008
the problem is, i added light entities, but those are not show, also, the whole map is covered by a white light(i did dont add this one), and when i turn on the flashlight, it just dont light nothing, except npc

any help plz?
Re: light problem Posted by Jinx on Fri Jun 27th 2008 at 3:26am
Jinx
874 posts
Posted 2008-06-27 3:26am
Jinx
member
874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
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.
Action Half-Life - <A HREF="http://distraction-mod.com" TARGET="_blank">Distrac
Re: light problem Posted by Jack of Blades on Fri Jun 27th 2008 at 6:17am
Jack of Blades
11 posts
Posted 2008-06-27 6:17am
11 posts 1 snarkmarks Registered: Jun 26th 2008
there are no leaks, im sure

<div class="abouttext">Message submitted 26 minutes after original post:</b></div>
now there is a leak, i put a func_door and there is a leak...

how i can fix that
Re: light problem Posted by fishy on Fri Jun 27th 2008 at 7:00am
fishy
2623 posts
Posted 2008-06-27 7:00am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Load the map in game, and type pointfile in the console. This causes a line to be drawn from the entity that it mentions in the log, all the way to the outside of the map, going through the hole that is the leak.
i eat paint
Re: light problem Posted by Jinx on Fri Jun 27th 2008 at 1:34pm
Jinx
874 posts
Posted 2008-06-27 1:34pm
Jinx
member
874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
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.
Action Half-Life - <A HREF="http://distraction-mod.com" TARGET="_blank">Distrac
Re: light problem Posted by Jack of Blades on Fri Jun 27th 2008 at 8:56pm
Jack of Blades
11 posts
Posted 2008-06-27 8:56pm
11 posts 1 snarkmarks Registered: Jun 26th 2008
it works now, but a fast question...

do you guys know a light entitie which can light a whole room?

its my first time with the valve hammer editor
Re: light problem Posted by Le Chief on Fri Jun 27th 2008 at 11:57pm
Le Chief
2605 posts
Posted 2008-06-27 11:57pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
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.
Aaron's Stuff
Re: light problem Posted by Jack of Blades on Sat Jun 28th 2008 at 1:15am
Jack of Blades
11 posts
Posted 2008-06-28 1:15am
11 posts 1 snarkmarks Registered: Jun 26th 2008
nice, thanks