Texture Lights
HellBringer
Join Date: 2004-02-17 Member: 26641Members
for some reason one of my textures lights isnt giving off any light. the texture is bright and easily seen but it doesnt give off any light. the same was for another texture except it would give off light but only if the brightness value was atleast 50 which is too bright for what i want.... so its no light or too bright?
Comments
First -dscale : A bug in the original tools doubled the direct lighting, making your 50 look like a 100 but only lighting as far as a 50 should. This was left in as the default for backwards compatibility. Using the value of '1' would generate the most correct looking maps, and give you a large range to try in between no light and too bright. If you've already done a lot of work then adjusting all your other lights might be more trouble than it's worth.
Second is -coring : Coring is how much light has to hit a patch to light it up, any less light and it is considering completely black. I beleive this is 1 by default, setting it to something like 0.01 would let you light up things very dimly where before the would be completely black. Depending on your situation this might help.
You could also reduce the -fade : Fade is how fast lights fall off. Something farther away from a light is lit less than something near it and this controls how fast that happens. It is '1' by default, lower values will extend lights. This can also be applied to one light individually as the parameter _fade (though I don't think you could do that for texture lights)
I don't know much about sound entities but something comes to mind. A lot of things in HL are designed to be On/Off. Maybe your trigger is turning the sound on, it plays once, then the next time to trigger fires it turns it 'off' so it doesn't make any sound. Try having a multi_manager fire the sound once when it's supposed to and then again like 5 seconds later.
0 255 0 is OK as a color choice, but you'd probably be better of with something more like 64 255 64 for aestheic reasons -- even accent lighting can be garish if it's an unaltered primary color.
The scale for texture lights is different than the scale for regular lighting; the value for texture lights is divided by a multiple of the patch surface area. The light is probably working properly in the compiler but too dim to be noticeable. Try upping the strength to 500; if that still doesn't cast light you can see try 1500. Once it's bright enough to see you can fine tune it.
also a question about overlays. after u export the texture to wally and make ur overlay do u save it as "texturename_overylay"? or what and then is it included in ur bsp file?
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You can make it whatever you want. By the looks of the design of the NS Wad files, they made it easier to find the overlays with the naming convention; fx
ex(may not exist, just an example though):
+0lightA = the light texture you normally would use
fx_0lightA = the overlay texture.
you dont have to use this standard, you can name it whatever you want. And you can save it in your own wad file if you want... and include it in the final version of your map.
then you would add the fx_0lightA to your lights.rad or nslights.rad or yourlights.rad...whatever...
shablam.
if you ever looked at the values in the original HL lights rad they were in the thousands. craziness