Entities are immune to light.
Whiskas
08-06-2003, 04:16 PM
I compile with full vis and entities, (func_walls, etc) are unaffected by light. In a completely dark room they appear as if fullbright mode is on. Are there any parameters I could use to counter this?
I use zlht along with nemesis' batch compiler.
Whiskas
08-07-2003, 02:12 AM
dump
Kehldon
08-07-2003, 02:19 AM
Hmm... I hope you are running rad and not only vis ? Vis only calculate visibility and has not much to do with lightning.... thus it will be full bright if you dont run rad.
FuzzDad
08-07-2003, 07:19 AM
Whiskas: Check the light properties of the entity-based brushes...if they are set to textured you'll get light sometimes...they also can be picking up a light source on the other side of the wall...especially if a func_wall is on one side open to the playing area and the other to a dark room..or if the brush is touching sky. Meow.
Sly Assassin
10-21-2003, 09:29 PM
Sorry to pull an old thread out but I didn't see the point in making a new one if theres already one exisiting.
I'm having this problem also, I have a relatively dark map and some func_llusionarys are emitting light. Now should I change these from textured to normal? or additive?
Also what should the light flags be as? normal? Embedded or something else?
Thanks for the help.
Gorbachev
10-21-2003, 10:06 PM
func_illusionaries and func_walls that are set to 'solid' will be affected by light, setting them to textured will cause them to be fullbright even in a dark room. Also the only way a texture has the capability of emitting light is if it is mentioned in your lights.rad file.
Sly Assassin
10-21-2003, 10:27 PM
Originally posted by Gorbachev
func_illusionaries and func_walls that are set to 'solid' will be affected by light, setting them to textured will cause them to be fullbright even in a dark room. Also the only way a texture has the capability of emitting light is if it is mentioned in your lights.rad file.
Ok so setting all my func_illusionaries to solid will solve my problem of them giving off brightness? Sweet as I'll go sort it out now :D
Gorbachev
10-21-2003, 11:13 PM
"Normal" works just fine if it's not a { type texture and you want light effects...normal makes it look like any other brush essentially. I prefer to use "Solid" but in those cases is doesn't usually matter. If you're really picky, or if your texture uses the last slot of it's pallette then I recommend using "Normal" on brushes that won't have the trueblue see-through areas. Hope that clears up more for you, if not, just ask.
Sly Assassin
10-21-2003, 11:56 PM
mine are mostly { textures with the blue seethru bits, I'll set them to solid and see how it goes ;)
CptMuppet
10-28-2003, 02:21 PM
Also try setting ZHLT render properties (in the entity properties in Hammer) to "Opaque". This ought to make the entity cast a shadow, which is useful when you use a func_wall to surround a model.
Which is confusing since in art we learnt that opaque means semi-transparent....
xerent
10-28-2003, 02:54 PM
Originally posted by Whiskas
dump
It's "bump". :p
XERENT
yay our favorite trekie is back for a visit :D
xerent
10-28-2003, 03:13 PM
If you miss me that much, just come to IRC.
Originally posted by Angry Beaver
XERENT
yay our favorite trekie is back for a visit :D
El Capitan
10-28-2003, 03:33 PM
who said we missed you? :D :D
good to see you stopping by for a quick look around the forums :P
Gorbachev
10-29-2003, 08:54 PM
Originally posted by CptMuppet
Also try setting ZHLT render properties (in the entity properties in Hammer) to "Opaque". This ought to make the entity cast a shadow, which is useful when you use a func_wall to surround a model.
Which is confusing since in art we learnt that opaque means semi-transparent....
er,
1) The opaque flag just makes compiles take exponentially longer to finish. It also doesn't look that great unless it's a very basic brush. Anything small or complex isn't worth making opaque.
2) I'm quite sure opaque means that it doesn't allow light to pass through. Translucent is what you mean by semi-transparent. Transparent is self-explanitory.
Just thought I'd clear these up. Knowledge is power.
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