Complicated light source

Complicated light source

Re: Complicated light source Posted by Warren on Wed Oct 11th 2006 at 5:54pm
Warren
17 posts
Posted 2006-10-11 5:54pm
Warren
member
17 posts 2 snarkmarks Registered: Aug 7th 2006
<div style="text-align: left;">So I'm trying to create a very specific type of light that's going into
my map. I need a long chain of connected light tubes that illuminate
uniformly.






User posted image






If you take a look at this picture, the tube-lights on the ceiling are exactly what I'm trying for.






So here's my dilemma. I'm going to have to create a custom texture
because Source has nothing close to what I need - should I try using a
.rad file with my texture, or maying using $selfillum and a chain of
point lights?






If a long brush textured to my satisfaction can emit light smoothly and
consistantly along the entire surface, I'd prefer that route if it's
less expensive than a lot of point lights (which probably won't look
right?)..






Any help is appreciated.
</div>
Re: Complicated light source Posted by Crono on Wed Oct 11th 2006 at 9:25pm
Crono
6628 posts
Posted 2006-10-11 9:25pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
You want texture lights, or a glowing texture:
The how to
Blame it on Microsoft, God does.
Re: Complicated light source Posted by fishy on Wed Oct 11th 2006 at 9:31pm
fishy
2623 posts
Posted 2006-10-11 9:31pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
a long func_illusionary brush, set to not render, and textured with 'white001', is better than point lights. it will give a softer, more even result. alter the brightness by changing the scale of the texture. the lower the scales, the brighter the light.

you don't see this in game, so you'd use it in conjuntion with a 'selfillum' texture for the apparent light source.
i eat paint
Re: Complicated light source Posted by Warren on Fri Oct 27th 2006 at 8:37pm
Warren
17 posts
Posted 2006-10-27 8:37pm
Warren
member
17 posts 2 snarkmarks Registered: Aug 7th 2006
Sorry, how do I proceed with getting a long func_illusionary brush?

I was thinking a brush and then tie to entity but that doesn't seem to be it.
Re: Complicated light source Posted by Campaignjunkie on Mon Oct 30th 2006 at 9:23pm
Campaignjunkie
1309 posts
Posted 2006-10-30 9:23pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Hmm? You don't have func_illusionary in your entity list?
Re: Complicated light source Posted by Warren on Tue Oct 31st 2006 at 4:25am
Warren
17 posts
Posted 2006-10-31 4:25am
Warren
member
17 posts 2 snarkmarks Registered: Aug 7th 2006
Hmm? You don't have func_illusionary in your entity list?
User posted image

No sir. What shall I do?
Re: Complicated light source Posted by Campaignjunkie on Tue Oct 31st 2006 at 7:00am
Campaignjunkie
1309 posts
Posted 2006-10-31 7:00am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
You can just use a func_brush set to "Never Solid" and "Don't Render" for the same effect, I guess.
Re: Complicated light source Posted by Warren on Thu Nov 2nd 2006 at 7:20pm
Warren
17 posts
Posted 2006-11-02 7:20pm
Warren
member
17 posts 2 snarkmarks Registered: Aug 7th 2006
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I've been procrastinating on compiling my map and seeing the new
lighting because it takes so long (cordoning wouldn't help), so I did a
small little test map to see if this thing is going to work.

I've tried both a fun_illusionary and a func_brush through tie to entity, with your suggestions ie, Solidity set to Never Solid and Render Mode set to Dont Render, I've tried both letting them render and no results with any of them.

My point light was the only lighting the map got. The compile log reported there was only 1 direct light.

User posted image

What am I doing wrong?
Re: Complicated light source Posted by omegaslayer on Thu Nov 2nd 2006 at 11:41pm
omegaslayer
2481 posts
Posted 2006-11-02 11:41pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
The func_brush or illusionary needs to have the self luminating texture on it (lights/white001)
Posting And You
Re: Complicated light source Posted by Warren on Fri Nov 3rd 2006 at 1:46am
Warren
17 posts
Posted 2006-11-03 1:46am
Warren
member
17 posts 2 snarkmarks Registered: Aug 7th 2006
They were both textured with lights/white001..
Re: Complicated light source Posted by Campaignjunkie on Fri Nov 3rd 2006 at 5:36am
Campaignjunkie
1309 posts
Posted 2006-11-03 5:36am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Four suggestions to try, in descending order of desperation:

1) Make sure VBSP isn't reporting any leaks and that you're running VVIS on the map as well. I believe texture lighting requires both of those.

2) Try the other lights\white00x textures.

3) Edit the lights.rad in whatever mod you're mapping (for example, for HL2, go to \half-life 2\hl2\lights.rad) in a text editor, maybe WordPad, and go to the line that reads lights\white001. The four numbers after are the corresponding light settings for that texture. Try bumping up the fourth number to something like 1000 or 2000, just to make sure your texture lighting is working and that it's simply not because it's too dim to see.

4) Check the Kleiner lab VMF included with the SDK. Near the beginning in the basement brick area before the actual lab room, there is a boarded-up window with a white func_illusionary that uses this function. Copy and paste the setup into your map and adjust to your needs.
Re: Complicated light source Posted by Warren on Fri Nov 10th 2006 at 9:04pm
Warren
17 posts
Posted 2006-11-10 9:04pm
Warren
member
17 posts 2 snarkmarks Registered: Aug 7th 2006
Sigh.. I'm getting extremely discouraged with this. Nothing works.

I've been trying to get it working in a test map which I have uploaded
here.

I have 9 brushes tied to func_illusionary entities, each one of them textured with a different lights/whitex texture.

white, white001, white001_nochop, white002, white003, white003_nochop, white004, white004_nochop, white005.

I've tried texture scales of 0.01 and 2.0 just for the hell of it, and
they don't work. They are all set up to Don't Render. I've had them
tied to func_brush with Never Solid and Don't Render and that doesn't
work.

lights.rad (only 32 bytes) opened with Notepad, Wordpad or Microsoft Word all show only one line:

xeno/crys_4b 255 160 128 40000

I've searched my entire 10.6 GB HL2 directory for all .vmf files and I see nothing that looks like the Kleiner lab.

cries