light_spot issues

light_spot issues

Re: light_spot issues Posted by RabidMonkey777 on Mon Nov 22nd 2004 at 1:22am
RabidMonkey777
207 posts
Posted 2004-11-22 1:22am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
I'm having some issues with light_spots in Hammer 4 - When I compile my map, they aren't casting any er, light. I've noticed that in-editor, each has a little thing to mark their range, and I've deducted that this range marker has to in fact hit some brushes or something to light them. However, it's a rather short range marker for my purposes and I want the range to be farther - Is there some way to adjust this? I've played with the "Maximum Distance" field and it seems to do nothing, and there appear to be no other fields to adjust the range.
Re: light_spot issues Posted by 7dk2h4md720ih on Mon Nov 22nd 2004 at 1:45am
7dk2h4md720ih
1976 posts
Posted 2004-11-22 1:45am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
This might be a bit obvious, but perhaps the range is directly related to the brightness?
Re: light_spot issues Posted by ReNo on Mon Nov 22nd 2004 at 2:00am
ReNo
5457 posts
Posted 2004-11-22 2:00am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I've had problems with them too, but havent had time to tinker much.
You could play around with the Constant, Linear and Quadratic fields,
which determine the relative fall off rates of the light, and see if
they make any difference. You might also want to try making an
info_target or something as the light_spot's entity to point at, just
in case it helps. I'd be interested in hearing an answer as to why they
aren't working properly as well.
Re: light_spot issues Posted by Campaignjunkie on Mon Nov 22nd 2004 at 2:19am
Campaignjunkie
1309 posts
Posted 2004-11-22 2:19am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I'm not having any such problems with light_spots. Consider making it brighter or setting the Max Range to Zero.
Re: light_spot issues Posted by omegaslayer on Mon Nov 22nd 2004 at 4:07am
omegaslayer
2481 posts
Posted 2004-11-22 4:07am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
The problem might be that we dont have the full sdk yet.
Re: light_spot issues Posted by RabidMonkey777 on Mon Nov 22nd 2004 at 4:26am
RabidMonkey777
207 posts
Posted 2004-11-22 4:26am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
No, range hasn't been related to brightness - I've set the brightness to 1000, 2000, 100, whatever, and it still won't show up. I'll make a test map and experiment with the Constant, Linear and Quadratics and see what I can figure out.
Re: light_spot issues Posted by G.Ballblue on Mon Nov 22nd 2004 at 2:30pm
G.Ballblue
1511 posts
Posted 2004-11-22 2:30pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Not the full SDK? This might explain why extra RAD makes my map come out full bright...
Re: light_spot issues Posted by ReNo on Mon Nov 22nd 2004 at 2:47pm
ReNo
5457 posts
Posted 2004-11-22 2:47pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Nope, it comes out fullbright because -extra isn't a valid option in
the new compile tools yet hammer gives you the option of setting it.
Extra seems to be run by default in RAD now and you need to turn it off
rather than turn it on. Just set it to normal and it should work
properly.
Re: light_spot issues Posted by Vix on Thu Nov 25th 2004 at 12:28pm
Vix
38 posts
Posted 2004-11-25 12:28pm
Vix
member
38 posts 14 snarkmarks Registered: Nov 24th 2004 Occupation: Computers Location: Spain
Hi. :dorky:

I have created a spot_light in one of my test maps, and in "target_to_point_at" (or something like that) i put the name of a "info_node" entity (where i wanted the light to point at). And the light worked fine for me, i did not play with range yet...

i noticed alsos, that the lights needs to have a name... :rolleyes:

No problems compiling with all options "normal" ... BSP, VIS & RAD. :smile:

I hope that helps, if i am not wrong, i don't have installed hammer in this machine... :leper: Be easy with me, and sorry about my bad english... i am from spain :popcorn:
Re: light_spot issues Posted by satchmo on Thu Nov 25th 2004 at 11:54pm
satchmo
2077 posts
Posted 2004-11-25 11:54pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
What's wrong with your English? It's clear and concise. You're more of an effective communicater than some people whose English is their native language.

I believe people are always more critical of themselves than they deserve.
Re: light_spot issues Posted by Gwil on Fri Nov 26th 2004 at 3:53am
Gwil
2864 posts
Posted 2004-11-26 3:53am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Awww, how lovely.

People getting along and being friendly! :smile:

bump
Re: light_spot issues Posted by G.Ballblue on Fri Nov 26th 2004 at 4:11am
G.Ballblue
1511 posts
Posted 2004-11-26 4:11am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
You light_spot needs to target and info_target. The info_target must have the "target name" of the direction you want the light_spot to aim at.

And has someone already said this? :confused:
Re: light_spot issues Posted by Vix on Fri Nov 26th 2004 at 12:27pm
Vix
38 posts
Posted 2004-11-26 12:27pm
Vix
member
38 posts 14 snarkmarks Registered: Nov 24th 2004 Occupation: Computers Location: Spain
hehehe, thanks i try to learn better english every day. :smile:

<TABLE cellSpacing=0 cellPadding=2 width="95%" align=center>
<TBODY>
<TR>
<TD style="FONT-SIZE: 11px; COLOR: gold" bgColor=black>? posted by G.Ballblue</TD>
<TR>
<TD bgColor=#151515>
<TABLE cellSpacing=1 cellPadding=2 width="100%" bgColor=maroon>
<TBODY>
<TR>
<TD bgColor=#151515>
You light_spot needs to target and info_target. The info_target must have the "target name" of the direction you want the light_spot to aim at.

And has someone already said this? :confused:

</TD></TR></TBODY></TABLE></TD></TR></TBODY></TABLE>

Yes, i tried it with "info_target" too. Maybe the best entity is "info_target" and not "info_node" as i said. Anyway it works in both ways. I have not tested range things yet.

See you all :lol:
Re: light_spot issues Posted by Hench on Fri Dec 3rd 2004 at 1:11pm
Hench
38 posts
Posted 2004-12-03 1:11pm
Hench
member
38 posts 64 snarkmarks Registered: Nov 11th 2003
<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>Nope, it comes out fullbright because -extra isn't a valid option in the new compile tools yet hammer gives you the option of setting it. Extra seems to be run by default in RAD now and you need to turn it off rather than turn it on. Just set it to normal and it should work properly.
</DIV></DIV>

it`s still fullbright here and i tried it with the target entity & a lightspot, but i still dont see any lights , only the whole map in fullbright light :sad:
Re: light_spot issues Posted by Leperous on Fri Dec 3rd 2004 at 1:39pm
Leperous
3382 posts
Posted 2004-12-03 1:39pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
If it's fullbright then you haven't run RAD on your map successfully, check your compile log.

If you are running a map with no lighting, the game will set mat_fullbright 1 which will affect all maps until you restart the game, or use a -mat_fullbright 0 console command to turn it off.
Re: light_spot issues Posted by thundercleese on Fri Dec 3rd 2004 at 4:08pm
thundercleese
22 posts
Posted 2004-12-03 4:08pm
22 posts 12 snarkmarks Registered: Dec 2nd 2004 Occupation: Computer Programmer Location: United States
Thought I'd add my question here since I have a similar problem...

I started lighting my first level last night and i made a few different kinds of lights (so far .. so good).

I picked the light entity and started copying/pasting it to different places on my map. But only the first one actually emits any light! As far as i can tell I don't have any compile errors.

There's also some other weirdness. I added two spotlights in one area and they were working fine. Then I deleted all the non working light entities i created and remade them manually. Now my spotlights aren't working either!

I'm really really new, so this is probably some simple mistake. Any ideas?

also: my map is HL2:DM if that matters
Re: light_spot issues Posted by thundercleese on Fri Dec 3rd 2004 at 10:34pm
thundercleese
22 posts
Posted 2004-12-03 10:34pm
22 posts 12 snarkmarks Registered: Dec 2nd 2004 Occupation: Computer Programmer Location: United States
Ok, I found that lights don't work if they intersect a brush. I had them halfway into the walls and moving them into the area fixed it.
Re: light_spot issues Posted by Tracer Bullet on Fri Dec 3rd 2004 at 11:20pm
Tracer Bullet
2271 posts
Posted 2004-12-03 11:20pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
<DIV class=quote>
<DIV class=quotetitle>? quoting satchmo</DIV>
<DIV class=quotetext> You're more of an effective communicater than some people whose English is their native language.</DIV></DIV>

Case in point:
G.Ballblue said:
You light_spot needs to target and info_target. The info_target must have the "target name" of the direction you want the light_spot to aim at.