Re: mat_fullbright 1 - I don't want it, basically
Posted by Renegatus on
Tue Dec 7th 2004 at 10:49pm
Posted
2004-12-07 10:49pm
57 posts
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Registered:
Oct 17th 2004
Occupation: Web designer/AS Level Student
Location: Wolverhampton
Whenever I compile my map and load it I use the parameter -console. This is so I can see what is going on. It always says "Level unlit, setting "mat_fullbright 1"" and I don't want it! So how do I get rid of it 'cause light_environments do sweet f' all.
Re: mat_fullbright 1 - I don't want it, basically
Posted by Tracer Bullet on
Tue Dec 7th 2004 at 10:51pm
Posted
2004-12-07 10:51pm
2271 posts
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Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Are you sure you have a properly configured light in you level? What the system is telling you is that it does not detect ANY lights in your map at all. You might also be neglecting Vrad, in which case there would also be no lighting. Check these two things and try again.
Re: mat_fullbright 1 - I don't want it, basically
Posted by Nanodeath on
Tue Dec 7th 2004 at 11:07pm
Posted
2004-12-07 11:07pm
356 posts
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Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
I believe there's some rule where it doesn't take just any light...I think you have to have at least one simple light entity for it not to default to that. I.e., if you just have light_dynamics it won't default to mat_fullbright 0
Re: mat_fullbright 1 - I don't want it, basically
Posted by morpheus77 on
Thu Dec 9th 2004 at 12:38pm
Posted
2004-12-09 12:38pm
21 posts
2 snarkmarks
Registered:
Dec 9th 2004
Occupation: IT
Location: Netherlands
put Light entities in your maps, read stickies :eek: and use light_environment for outdoor areas
msn me if you cant figure it out
Re: mat_fullbright 1 - I don't want it, basically
Posted by Corona on
Thu Dec 9th 2004 at 1:16pm
43 posts
4 snarkmarks
Registered:
Aug 31st 2003
Location: Holland
Be sure that the outside "rooms" have there ceiling brushes have sky textures all over them.
Then put an light_env below them and set a desired pitch, colour and brightness.
Re: mat_fullbright 1 - I don't want it, basically
Posted by maverick1981 on
Sun Dec 12th 2004 at 1:39am
2 posts
0 snarkmarks
Registered:
Dec 7th 2004
Hey Renegatus,
Check your compile screen, before comiling, make sure BSP, VVIS and VRAD are all set to normal.
I had this same problem. You gotta make sure you have a skybox around your level. Add the light_environment entity near the roof of the skybox somewhere. Select the light_environment entity, hit Alt-Enter, change the colour to a bright colour (white, or light blue) then make the ambient colour a dark shade of your first colour(eg white - make ambient a dark grey or light blue - make the ambient a dark dark blue. Ambient is sort of the colour in the shadows. Also if you make the last 3 numbers in the Color box higher than the default 200 eg( 255 255 255 600) it will make the colour brighter in game
Then the pitch and direction are important as this is how the shadow is cast. From the roof of the skybox looking down on your map, use the "point at" button in (i think its the "direction" setting of the light_environment entity) and goto you 3d view (the mouse will change to a crosshair cursor). Now imagine your current camera position as being the sun, if you left click your mouse toward the far end of your map, your shadows will be cast a long distance, if you left click your mouse toward the bottom of your map, your shadow will be cast a shorter distance. you'll get a number like -30,330 ,0 or something like it dependant on your shadow angle. You don't need to change the pitch as it will have been set by the "Point at" feature.
Hope this helps you.
also lighting inside buildings are lit seperatly to the outside environment, use light spots and dynamic lighting for inside (looks awesome). If your environment light happens to cast in a hole through a roof. Add some dustmotes using a nodraw brush, then tie the func_dustmotes to it. (looks SWEET)
Have fun