Re: light_enviroment problem
Posted by Junkyard God on
Thu Oct 28th 2004 at 12:04pm
Posted
2004-10-28 12:04pm
654 posts
81 snarkmarks
Registered:
Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
hi, this might be a realy, realy stupid question but here it goes, (don't laugh :biggrin: )
could anyone tell me how to make a light_enviromental entety work,
i make one, put the pitch to 45, and tried -45 too, and the map stays black, but.....
the light_enviroment seems to be shining upwars becouse the sky is brightly lit,
anyone got any suggestions, or mabye anyone wants to post the settings of a working light_enviroment entety like this :
brightness:
pitch :
color:
so i can just use that
Re: light_enviroment problem
Posted by Pvt.Scythe on
Thu Oct 28th 2004 at 12:15pm
Posted
2004-10-28 12:15pm
730 posts
113 snarkmarks
Registered:
Sep 19th 2004
Occupation: student
Location: Finland
If I recall correctly you need negative pitch for it to point downwards...
Try these settings:
brightness: 255 255 255 180
Pitch Yaw Roll: 0 144 0
pitch : -60
color: 255 255 255 (or what you wish to use)
That should work.
Re: light_enviroment problem
Posted by G.Ballblue on
Thu Oct 28th 2004 at 7:52pm
1511 posts
211 snarkmarks
Registered:
May 16th 2004
Occupation: Student
Location: A secret Nuclear Bunker on Mars
It can also depened on whether you are using ZHLT, or QTools. QTools require several well place light_envioronments, at the right hieight, to light out doors/windowed rooms properly. ZHLT fixes the bug, you place 1 light envoronment anywhere, and ZHLT carries it out correctly :smile:
Re: light_enviroment problem
Posted by DocRock on
Thu Oct 28th 2004 at 8:27pm
DocRock
member
367 posts
929 snarkmarks
Registered:
Mar 24th 2002
Location: U S of A
My first guess would be that the map has a leak and the reason the light_environment doesn't work is because of the leak. It's also probably why the sky looks so bright.
Maybe post your compile log here, but I'm betting you have a leak.
Seal the leak and then try to recompile. Just make sure, too, that the light_environment's pitch is a negative number - and make sure the light is coming from the direction of the sun in the skybox. :smile:
Re: light_enviroment problem
Posted by Orpheus on
Thu Oct 28th 2004 at 8:31pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
dangit, why do i always assume :sad:
i assumed he would have mentioned a leak.. afterall its hard to miss it in the compile window.
yeah.. thats prolly it :/
Re: light_enviroment problem
Posted by G.Ballblue on
Thu Oct 28th 2004 at 9:46pm
1511 posts
211 snarkmarks
Registered:
May 16th 2004
Occupation: Student
Location: A secret Nuclear Bunker on Mars
One way to spot a leak in game with the Q Tools (from my old experiences :biggrin: ) is that the lighting will generally be fine, until it hits the source of the leak. then the lighting just sorta... stops. For absolutely no reason, and you know the lighting shouldn't stop there.
(stopping as in, a.k,a full black)
Re: light_enviroment problem
Posted by Tracer Bullet on
Thu Oct 28th 2004 at 10:39pm
Posted
2004-10-28 10:39pm
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I hadn't considered that. It may be that the Q-tools don't fullbright the map. I don't think I EVER used them so I've no idea.
Re: light_enviroment problem
Posted by omegaslayer on
Fri Oct 29th 2004 at 12:40am
Posted
2004-10-29 12:40am
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Do you even have a sky brush box in your map? cause the sky is always brightly lit despite whether you have light or not.
And I would suggest deleting the light enviornment you have, and then just add a new one cause the default should give you light on the ground. Then do a test compile and adjust setting from there on.
Also check if you have the latest .fgd cause if I recall there was a error fixed in the newer fgd that adressed a problem with light enviornments.
Re: light_enviroment problem
Posted by Irenicis on
Mon Nov 8th 2004 at 5:03am
55 posts
6 snarkmarks
Registered:
Aug 9th 2004
does anyone know a suitable light_environment setting for a desert map? something like de_dust or anything else....
Re: light_enviroment problem
Posted by tajgenie on
Sat Nov 13th 2004 at 1:39am
32 posts
3 snarkmarks
Registered:
Nov 12th 2004
Just a note about leaks.. I've used light_spot entities and even skybrush with light_env without sealing the level at all.
In game, there was wierd effects when you looked at the space without
walls or brushes, but all the brushes that were there were lit
correctly, and the level was NOT fullbright. Maybe I don't know what a
leak is... hmmm..
Re: light_enviroment problem
Posted by omegaslayer on
Sat Nov 13th 2004 at 1:59am
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Yup you need the ZHLT tools or x-cagey tools tajgenie they are much better than the Q tools (they were designed for quake) despite what GB says. Read some tuts on what a leak is from here (they really are the best around) :biggrin:
Re: light_enviroment problem
Posted by tajgenie on
Sat Nov 13th 2004 at 7:08am
32 posts
3 snarkmarks
Registered:
Nov 12th 2004
Oh, silly me, I thought I was using ZHLT. I still don't understand,
though, how the level is lit properly with big gaping holes... I'm
positive I ran VIS... nm