light_spot

light_spot

Re: light_spot Posted by Baddog on Mon Dec 20th 2004 at 12:54am
Baddog
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Posted 2004-12-20 12:54am
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79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
Light spots dont produce any light any help please for CS:S.

EDIT: NO lights produce lights not light Light_dynamic nor light_spot
Re: light_spot Posted by Orpheus on Mon Dec 20th 2004 at 12:57am
Orpheus
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Posted 2004-12-20 12:57am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Baddog</DIV>
<DIV class=quotetext>Light spots dont produce any light any help please for CS:S.
</DIV></DIV>

you have to set the direction in the properties to "up" or "down"

otherwise, if a normal light entity works, so will a light spot.
this i assume is still the same in HL2 as it was in HL1
Re: light_spot Posted by satchmo on Mon Dec 20th 2004 at 1:11am
satchmo
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Posted 2004-12-20 1:11am
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Even after making sure the direction is correct (as Orpheus suggested),
you have to ensure that the brightness is set to a reasonable
level. In an open space, and with the light_spot pointing upward,
it might appear that there is no light emitting from the entity
(especially if you have a relatively bright background lighting
already). I had a similar problem before I figured out that I
just needed to make the brightness higher to notice the effect.
To debug this problem, make the brightness to at least 200 to start
with, and then readjust if necessary afterward.

By the way, does the regular light entity work for you? If so, then the above solution is most likely correct.
Re: light_spot Posted by Orpheus on Mon Dec 20th 2004 at 1:16am
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Posted 2004-12-20 1:16am
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sighs

i hate that obscene red color :sad:

it could be wrong, but i doubt he even read the whole reply, since it assumes a normal light entity works.. he didn't ask about normal lights so they must.
Re: light_spot Posted by satchmo on Mon Dec 20th 2004 at 1:25am
satchmo
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Posted 2004-12-20 1:25am
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Yeah, doesn't that red just feel like the warmth left over after being slapped on the cheek?

But you're a good man, Orph.
Re: light_spot Posted by Orpheus on Mon Dec 20th 2004 at 1:34am
Orpheus
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Posted 2004-12-20 1:34am
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
the thing is, it could be a wrong answer, since i dunno which entities were altered with HL2.

i have to assume, he knows my answer is incorrect.

<TABLE cellSpacing=0 cellPadding=2 width="95%" align=center>
<TBODY>
<TR>
<TD style="FONT-SIZE: 11px; COLOR: gold" bgColor=black>? posted by satchmo</TD>
<TR>
<TD bgColor=#151515>
<TABLE cellSpacing=1 cellPadding=2 width="100%" bgColor=maroon>
<TBODY>
<TR>
<TD bgColor=#151515>
But you're a good man, Orph.</TD></TR></TBODY></TABLE></TD></TR></TBODY></TABLE>

looks around slyly

don't let that get around, most here think i am a prick.. only a very few know the truth of the matter :wink:
Re: light_spot Posted by Baddog on Mon Dec 20th 2004 at 1:39am
Baddog
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Posted 2004-12-20 1:39am
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ok I got it too work but how do I make the light fixtures look like the
light_spot is working? also why is there on my floor a pink and black
checkard board?
Re: light_spot Posted by Orpheus on Mon Dec 20th 2004 at 1:43am
Orpheus
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Posted 2004-12-20 1:43am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Baddog</DIV>
<DIV class=quotetext>ok I got it too work but how do I make the light fixtures look like the light_spot is working? also why is there on my floor a pink and black checkard board?
</DIV></DIV>

you are blending questions with results.

the texture question, doesn't even belong in this post :sad:

as for the light spot, how exactly did you get it to function?

and as for looking.. place it closer to the light fixture, than to the floor, and increase the brightness.
or, place a second one, and point it up.
Re: light_spot Posted by Baddog on Mon Dec 20th 2004 at 1:45am
Baddog
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Posted 2004-12-20 1:45am
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Ok how do I adjust the length it produces light?
Re: light_spot Posted by Orpheus on Mon Dec 20th 2004 at 1:48am
Orpheus
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Posted 2004-12-20 1:48am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Baddog</DIV>
<DIV class=quotetext>Ok how do I adjust the length it produces light?
</DIV></DIV>

light comes out at a constant rate, you can only adjust its hight by moving the entity away, or toward an object.
if you want it 3 feet up, put it 3 feet up. if you want it 15, put it 15. but you will need to increase the intensity.
Re: light_spot Posted by ReNo on Mon Dec 20th 2004 at 1:49am
ReNo
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Posted 2004-12-20 1:49am
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There is a maximum distance property, but I'm assuming you have seen that and it hasn't had any effect. The "constant", "linear" and "quadratic" properties also have effect over the distance that the light will work over. If you take a look at the source of dm_lockdown you will see that they used values very far from the default in most circumstances there. As a start, try out something huge like "100000" for constant and see if it helps, I'll bet that it does. Experiment to find out reasonable values for your needs.
Re: light_spot Posted by Orpheus on Mon Dec 20th 2004 at 1:51am
Orpheus
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Posted 2004-12-20 1:51am
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how in the hell did your answer get blue so freaking fast Duncan?

i sure hope, it wasn't self administered.. correct or not, that stinks.
Re: light_spot Posted by ReNo on Mon Dec 20th 2004 at 1:52am
ReNo
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Posted 2004-12-20 1:52am
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Honest to god, wasn't me!
Re: light_spot Posted by satchmo on Mon Dec 20th 2004 at 1:52am
satchmo
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Posted 2004-12-20 1:52am
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Just increase the brightness to increase the range of the light
effect. But like ReNo said, changing "linear" and "quadratic"
properties also affect the distance.

You get the pink and black boxes because you've used an invalid texture
on your brush. But you really should ask this question in a
separate thread.
Re: light_spot Posted by Baddog on Mon Dec 20th 2004 at 1:53am
Baddog
79 posts
Posted 2004-12-20 1:53am
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79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
Yeah well now the lights wont work!
Re: light_spot Posted by Orpheus on Mon Dec 20th 2004 at 1:56am
Orpheus
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Posted 2004-12-20 1:56am
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<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>Honest to god, wasn't me!

</DIV></DIV>

system borkage?
i wasn't being evil bud, but i was sure wondering... perhaps, lep should be told?
Re: light_spot Posted by ReNo on Mon Dec 20th 2004 at 1:57am
ReNo
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Posted 2004-12-20 1:57am
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Was it you who marked my answer correct? If so, and it hasn't fixed your problem, then why?

Also, just saying your lights don't work now isn't of much use to us. Tell us exactly the circumstances - what did you change, what do you mean by "won't work", are no lights at all working or just light_spots...?
Re: light_spot Posted by Orpheus on Mon Dec 20th 2004 at 2:00am
Orpheus
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Posted 2004-12-20 2:00am
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i need to crash for the night.. its all yours Duncan.. good luck :smile:

do me a favor, if my red answer is proven right.. fix it.
Re: light_spot Posted by satchmo on Mon Dec 20th 2004 at 2:04am
satchmo
2077 posts
Posted 2004-12-20 2:04am
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Tell us exactly the circumstances - what did you change ...
So is he implying that the light_spot worked briefly and then it
stopped working after he fiddled with the setting? We all need
more info from the Dog.