Lighting problem


06-13-2003, 03:08 AM
I am working on a map and the only light I have so far is a light_environment entity which is set to:
brightness: 183 183 0 150
diffuse brightness: 128 255 255 150

Here is a pic of the problems I'm having on some of the brushes. The func_wall brushes are fine when I set the the light flags to normal.


light problem (http://www.blitzserve.net/dod_clstimp1.jpg)

Any ideas on what's going on are appreciated

Kehldon
06-13-2003, 03:33 AM
Im not really sure what the problem is? Is it those black spots ?

First: func_wall doesnt block lightnings so if you make wall in a house a func_wall the lightning inside will look very strange (and perhaps outside to if you do have lightsources inside which you dont)...

Second: Adding more bounces and smooth will smear out the shadows alot more and it doesnt make edges so sharp. It also doesnt make the shadows totall blackness....

06-13-2003, 04:19 AM
yeah, the black and white spots are the problem. It's a clear (well rough but pretty uniform) grey texture. I'm not sure why I'm getting those spots. I forgot, that isn't a func_wall, it's a func_breakable, my bad heh.

What do you mean by "bounces and smooth"?

Kehldon
06-13-2003, 05:14 AM
func_wall, func_breakable, its all the same when it comes to lightning. No entities stops lightning in rad.

Sorry for being so unclear about the bounces and smoothing.
Bounce and smooth are 2 parameters to rad. Get Nems compile tools and it should be pretty easy to figure out how to use them.

Otherwise I have no idea...

06-13-2003, 11:12 AM
thanks for tryin :)

I never used nems, always used a .bat file. I just downloaded it and I'm trying a test compile now :)

tommy14
06-13-2003, 04:05 PM
Originally posted by FenrirWolf
I am working on a map and the only light I have so far is a light_environment entity which is set to:
brightness: 183 183 0 150
diffuse brightness: 128 255 255 150


Q: isn't that diffuse a bit bright, as bright as the original light?
both are 150......

you might also want to check the texture scaling in the problem area.

06-13-2003, 05:01 PM
Thanks tommy :)
I changed the brightness on both, at first I wasn't sure what diffuse is used for so I put it close to the original heh. Now it's a bit different and darker then the brightness. I also changed the pitch angle and the mysterious spots disappeared :)

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.