Help With Texturelights
SeraphyGoodness
Join Date: 2003-06-05 Member: 17029Members
<div class="IPBDescription">probably cos i'm a Nub :P</div> I just started mucking about with texture lighting, and got a wierd result. (see pic)
Whenever i stand over the recessed texturelight, models show up black. (marines, structures, etc.)
I'm using an info_texlights entity to set the values (0,110,255,180).
The texture is scroll_coreb, and is set into the floor, behind a func_wall with the {nsgrate2 texture on it and Rendermode Solid/255. The problem occurs even if i take the func_wall away completely, so i'm a bit stumped what am i doing wrong, and how do i fix it?
Whenever i stand over the recessed texturelight, models show up black. (marines, structures, etc.)
I'm using an info_texlights entity to set the values (0,110,255,180).
The texture is scroll_coreb, and is set into the floor, behind a func_wall with the {nsgrate2 texture on it and Rendermode Solid/255. The problem occurs even if i take the func_wall away completely, so i'm a bit stumped what am i doing wrong, and how do i fix it?
Comments
Just a guess. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
now your bottom is a grate.
The downside of the gratde might be bright blue but the top, yoou walk on, is dark.
light needs to reflect from the top down to the grate.
the grate is lighted so thats a mystery.
I also completely removed the grate, and moved the texlight level with the surrounding floor. still nothing.
the effect is the same whether i use normal OR full rad.
<ul><li>there are two types of light in the half-life engine, lighting specified by the map and light specified at runtime (muzzle flashes, etc).<li>runtime light sources light everything around their origin in a sphere, and aren't related in any way, shape, or form to the rest of the lighting code<li>lighting specified in map files is precalculated for brush models only; model entities don't contain any light information in their files, and their textures are multiplied by a single light factor to obtain a final color<li>the half-life engine doesn't "reflect" light under any circumstances<li>the half-life engine doesn't directionally light models under any circumstances<li>unless he's set the grate to cast a solid shadow, it won't block light<li>model light (with the exception of the custom code Flayra wrote for skulks) is <i>always</i> equal to the light on the floor directly below the model, ignoring any entities between the floor and the model<li>adding more lights to the map won't affect the model unless it also increases the light on the floor<li>the muzzle flash uses the runtime light system, which is why it lights your model</ul>
With that out of the way, everything that everybody has said so far is <i>garbage</i>--there's an excellent reason why your model doesn't light.
The <i>real</i> problem is the fact that you're using a floor texture name that has special meaning in the Half-Life engine. Any texture named scroll_* has a special meaning -- it's meant to move. The Half-Life engine doesn't store lighting information about textures with special meanings (translucent textures, water textures, etc)--the texture is always fully lit and the lighting calculation is skipped. The lack of a lightmap on your floor is interpreted by the engine as an unlit floor -- model lighting is taken from the lighting of the floor under the model... since the floor is unlit, the model will also be unlit (pitch black). Adding more lights to your level won't create a lightmap for your floor, so the model stays unlit. Adding or removing brush entities doesn't change the fact that the solid level geometry's floor has no lightmap, so the model stays unlit.
Copy your texture to an unreserved texture name using wally and place the renamed texture on the floor to fix the problem.
Time to go looking on the web for a list of what constitutes a special texture beyond the !{+ etc
thanks again guys