Problem with lights/white001..

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

02-17-2006, 05:15 PM
For shape lighting look here,

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.

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

Now to find the solution to my overlighting problem :(

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

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:

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.

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

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:

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

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

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