Problem with lights/white001..


Bolteh
02-17-2006, 04:26 PM
I've been scouting the sdk version of dod_flash and noticed that there are nodraw brushes in the windows with the white001 texture applied on the brushside pointing to the interiour of the room, this causes (at least I think so) a light to cast to the inside from the window, to have a more realistic feeling and lighting in the room..

Now, in flash, these windows cast a soft light, but enough to somewhat light up the room.. When I use this method, the light emmited from the window is extremely bright.. I did everything the same as it shows in flash, func_illusionary, and as far as I checked, the settings are the same..

How can I fix this, it's pretty silly because my map is set during sunset when the sky is still orangish and overall lighting is darker..

On a smaller, less important note:
How can I have lightbeams being cast from my windows? (you know, the sunrays with the specs of dust floating..)
I got the specs to work, but the effect is quite useless without the sunrays :p

[oap]Agent_S
02-17-2006, 05:15 PM
For shape lighting look here,
http://www.akilling.org/akg/tutorials/wiseShapedLight.asp

A great site with many other tutorials.

As for the window light issue your describing ive never tried this so I cant offer much help on that one till I look at it tomorrow.

Bolteh
02-17-2006, 06:04 PM
Thanks :) that helped a lot..

Now to find the solution to my overlighting problem :(

eddi.
02-17-2006, 06:44 PM
you could try messing around with your FX amount

Bolteh
02-17-2006, 07:37 PM
I tried changing FX amount to all kinds of values, nothing worked.. I also changed FX color to a darker color, but that didn't have any effect either..

Edit: this is what I mean with totally wrong :)


Compared to this lighting outside:

Insta
02-17-2006, 08:03 PM
Look up the file lights.rad and open it in notepad. Search for white001, and change the values to something more fitting. I'm sure dod_flash was compiled with a custom .rad file.

Bolteh
02-17-2006, 08:32 PM
Aha, that did the job :) thanks a bunch!

mahhag
02-17-2006, 09:25 PM
To make the dynamic light effect deal (with the windows) you use the model/texture (I did it with a texture, so I'm not sure how to do it COMPLETELY with a model). You use the texture NODRAW around the parts which would block the light. Here is a hammer example:

http://img312.imageshack.us/img312/5982/example8gl.gif

The yellow bars are nodraw, and the window is a func_brush.

http://img312.imageshack.us/img312/1862/example10py.gif

This is the light source, the big white thing. I did this in HL2 so I dunno if it works in DOD.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.