light_enviroment problem

light_enviroment problem

Re: light_enviroment problem Posted by Junkyard God on Thu Oct 28th 2004 at 12:04pm
Junkyard God
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Posted 2004-10-28 12:04pm
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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 Orpheus on Thu Oct 28th 2004 at 12:13pm
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Posted 2004-10-28 12:13pm
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BioPulse said:
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
perhaps try "down"

light environs work, if light entities do.. put a light in your map, if it works so will the light environ..

point it "down"

[edit] sky textures do not reflect light, so if it looks bright up there, thats because its a bright sort of sky..

also, light environs only work, if its a real sky brush texture.. you cannot just put a world solid up there that looks like a sky, and say " i have a sky" it must be a sky brush..
Re: light_enviroment problem Posted by Pvt.Scythe on Thu Oct 28th 2004 at 12:15pm
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Posted 2004-10-28 12:15pm
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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 Orpheus on Thu Oct 28th 2004 at 12:19pm
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Posted 2004-10-28 12:19pm
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Pvt.Scythe said:
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.
i dont think this has any sky values..

all you need is:

color
intensity
pitch
angle
and you may use the clock dial to point light origin.. as in moonlight comes from here.
Re: light_enviroment problem Posted by BlisTer on Thu Oct 28th 2004 at 2:40pm
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Posted 2004-10-28 2:40pm
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Orpheus said:
also, light environs only work, if its a real sky brush texture.. you cannot just put a world solid up there that looks like a sky, and say " i have a sky" it must be a sky brush..
i think this is idd the problem, firstly you have to apply the "SKY" texture on the brushes you want , and secondly, and maybe this is what u didnt do, you have to apply them on ALL the faces of those brushes for them to be able to "shine"
Re: light_enviroment problem Posted by Orpheus on Thu Oct 28th 2004 at 3:17pm
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Posted 2004-10-28 3:17pm
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BlisTer said:
Orpheus said:
also, light environs only work, if its a real sky brush texture.. you cannot just put a world solid up there that looks like a sky, and say " i have a sky" it must be a sky brush..
i think this is idd the problem, firstly you have to apply the "SKY" texture on the brushes you want , and secondly, and maybe this is what u didnt do, you have to apply them on ALL the faces of those brushes for them to be able to "shine"
be careful, its awfully easy to confuse new mappers.. sky brushes are blue in hammer.. they are not actually what i would call a texture, because it doesn't look the same in editor and in game..

sky's must be sky's.. in the texture panel, browse for "sky"
Re: light_enviroment problem Posted by Forceflow on Thu Oct 28th 2004 at 3:36pm
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Re: light_enviroment problem Posted by G.Ballblue on Thu Oct 28th 2004 at 7:52pm
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Posted 2004-10-28 7:52pm
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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 Orpheus on Thu Oct 28th 2004 at 8:03pm
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Posted 2004-10-28 8:03pm
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G.Ballblue said:
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:
q tools require that you put a light_environ in each area with a sky brush, its height doesn't matter..

looks back at first post

he isn't using qtools is he?

no matter what you may hear, use only zoners tools, i recommend the 2.5.3 for n00b mappers, you need nothing more for satisfactory results.
Re: light_enviroment problem Posted by DocRock on Thu Oct 28th 2004 at 8:27pm
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Posted 2004-10-28 8:27pm
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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
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Posted 2004-10-28 8:31pm
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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 Tracer Bullet on Thu Oct 28th 2004 at 8:50pm
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Posted 2004-10-28 8:50pm
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BioPulse said:
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
a) It cannot be a leak because otherwise his map would be fullbright

b) It cannot be a skybox problem because otherwise the sky would not be "bright" when the rest of the map is dark.

That said, I don't know what the problem might be. Try, as someone already said, and see if normal lights work. Also, post your compile log.
Re: light_enviroment problem Posted by Orpheus on Thu Oct 28th 2004 at 9:00pm
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Posted 2004-10-28 9:00pm
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Tracer Bullet said:
a) It cannot be a leak because otherwise his map would be fullbright
been a while, is this true with the old qtools??

remember qtools would compile almost anything.. good or bad.

zoners is full bright, because they halt the compile process, qtools continue with a leak or not.. :confused:
Re: light_enviroment problem Posted by G.Ballblue on Thu Oct 28th 2004 at 9:46pm
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Posted 2004-10-28 9:46pm
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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
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Posted 2004-10-28 10:39pm
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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
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Posted 2004-10-29 12:40am
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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 Junkyard God on Fri Oct 29th 2004 at 10:38pm
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Posted 2004-10-29 10:38pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
thanks alot guy, i think i got the problem fixed, iif i get more problems i'll aks again (in this topic) thanks alot

:azelito: nice emoticones btw hehe
Re: light_enviroment problem Posted by fraggard on Sat Oct 30th 2004 at 2:40am
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Posted 2004-10-30 2:40am
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BioPulse said:
thanks alot guy, i think i got the problem fixed, iif i get more problems i'll aks again (in this topic) thanks alot
If one of the answers helped you, mark the answer right. If you found a different solution, post it and mark it right.

Oh, and new problems in new topics :smile:
Re: light_enviroment problem Posted by Irenicis on Mon Nov 8th 2004 at 5:03am
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Posted 2004-11-08 5:03am
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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 Orpheus on Tue Nov 9th 2004 at 3:47am
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Posted 2004-11-09 3:47am
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burns my butt, when my correct answer is marked RED :mad:

its just as right, as the blue answer following it.. growls
Re: light_enviroment problem Posted by tajgenie on Sat Nov 13th 2004 at 1:39am
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Posted 2004-11-13 1:39am
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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 G.Ballblue on Sat Nov 13th 2004 at 1:41am
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Posted 2004-11-13 1:41am
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tajgenie said:
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..
The problem is, smarty, that the level doesn't run VIS :razz:

Still using QTools? :biggrin:
Re: light_enviroment problem Posted by omegaslayer on Sat Nov 13th 2004 at 1:59am
omegaslayer
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Posted 2004-11-13 1:59am
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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
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Posted 2004-11-13 7:08am
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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
Re: light_enviroment problem Posted by Orpheus on Sat Nov 13th 2004 at 10:43am
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Posted 2004-11-13 10:43am
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tajgenie said:
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
lit properly is a relative term.. you might have been after a full bright map, in which case, zoners tools will oblige you if you have a hole..

but the old Q tools are stupid critters. they don't know nor care if you have a hole, and finish compiling.. they assume YOU know more than they do.. hence if the lighting is correct, it will be correct in spite of said hole.

zoners on the other hand, stops compiling if said hole exists.. no rad is preformed, nor vis if i remember correctly..

so, there you are :smile: