light_enviroment is always full bright

09-13-2004, 06:49 PM
Settings im using currently (screwed and used everything you could imagine.

pitch ya roll- 0 320 0
pitch- (-40)
brightness- 17 17 17 5
diffuse brightness- 17 17 17 5

i mean its still full brithg on those low settings... I tried 30 originally with the original yellow i think 255?

Anyways no leaks I did the enclose via box method so thats not my problem.. did a error check all i have are the standard texture face perpindicular to axis errors that have never given me problems in the past. Only thing that is sky is the top and a little bit of the side walls.. Umm what else would you need to know.. Its pretty much in the middle of my map almost at the top. help asap please sposed to be doing a beta tonight and left light for last


09-13-2004, 07:22 PM
even more interesting i removed the sky entirely (zero sky textures) and its still full bright...

09-14-2004, 06:26 AM
sounds like you need to enclose your map.

your comments confuse me:

Anyways no leaks I did the enclose via box method so thats not my problem..
This suggests a fully enclosed map but maybe this box isn't covered with sky texture?

Only thing that is sky is the top and a little bit of the side walls.. Umm what else would you need to know
This suggests your map isn't enclosed but maybe you have brushes inside the big box that encloses you map that have sky texture on them?

Your second post then stats no sky box, which is the same as having a leek and there must have been a meassage in you compiler log stating something. Unless you still have big box made from some other texture other then sky.

Looks like you might not actully have any lights in you map?

I'm not to sure how maps behave with the setup you have got, as I've said, the information you have give us confuses me a bit :)

Don't a brush have to have sky on all faces for it to act as sky?

Try this as a quick fix.

delete any big boxies around you map.

1) Put a brush (box) around your map, like a big box, much bigger then the map itself.

2) Then hollow it out to about 16 units with the sky texture on all faces.

3) compile you map.

What happens.

NOTE: This is a crappy way of sealing a map and should never be used in any map you release.

09-14-2004, 05:07 PM
The giant box around the map and hollow it out method is what i used

i tried doing all sides completly covered in sky. then I tried just doind the top completely covered in sky.. and then i tried it with no sky at all. nothing changed. still full bright. even with changing light_envorment settings

09-15-2004, 01:35 AM
Ahhh ... ok, that makes more sense now :D

Try these suggestions:,1067575510,26464&s=0&id=559325#2

These two go on about making sure the sky brushes have the sky texture on all faces:,1094431237,21685&s=0&id=704646#11

Errors rox, check them just in case:,1094494708,4371&s=0&id=702095#1

Other stuff that might help:

light_environment @ VERC:

I'm sure there's more I could do to help but try this suff first and let us know how you get on. Oh, try one of my tut maps and see if you can see anything that might help you pin-point your problem, click sig to go to webby.

EDIT: what compiler tools are you useing?

09-15-2004, 01:46 PM
Had that problem once too. Everything was brightly lit up, didn't have any shadows. It took me AGES to figure out that at some point in time I had cranked the gamma settings up to maximum and didn't put it back...

Stupid mistake, I admit, but it's normally the simple things that are harder to figure out...

09-16-2004, 05:32 PM
When you go to run, do you have vis/rad turned on?

09-16-2004, 08:09 PM
Maybe its your compile settings that's making it appear fullbright?

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