Hey guys, I'm not a new mapper, but I'm not very good. I have posted here before asking about one of these problems but no one could answer and Now I have another too.
The first is the old one of Ambient Light, I have no Ambient light set and yet my map is always at 60 60 60 brightness. This is very annoying as it looks really bad/
The second is too do with a broken window texture that has mysteriously disappeared. When I am compiling I get this note.
Warning: Couldn't find image for shader textures/general_strucutre/windowbroken1
and this is the in game result (this is a broken window)
I forgot to metion the Unbroken window is the same texture but fitted properly, AND also that those windows USED to work.
If there is a leak in your skybox, the vis and light compiles will fail. A leak will show up as a point file and can be seen as a red line in radiant when you click on File > Pointfile. If there is a red line, it will end somewhere outside the skybox and show you where the leak is.
Thanks but I don't think it's my skybox, this glitch has been around for Much longer then my current skybox and has seen many. Also the map doesn't leak when I compile it. Btw I now have all the other things the Original reply suggested (fog sun flare ect) but my map is still at the same Ambient light Level.
I might ask a mate to compile it and see if it works out differently. When I compile other maps (not mine) they always seem to have high ambient light too.
Delete to following key/values which do not belong in worldspawn.
angle
health message // this one can be used but has the wrong value - text to print at user logon sunflare // should be "sunflarename" "none" to hide blinding sun. targetname sunlight // should be "suncolor" - color (and intensity) of the sun, "70 70 70" is full daylight. wait
You can edit worldspawn right in the text of your .map file. You just need to open it with Notepad or Wordpad and be carful with the brackets. Here is an example of ones I use a lot.
Here is a list of all known worldspawn values -- not all of them work in Mohaa.
"ai_visiondistance" default vision distance for all ai, defaults to 2048
"ambient" ambient lighting to be applied to all entities, use _color to specify color
"ambientlight" ambient lighting to be applied to all entities
"farplane" distance from the viewer that the far clip plane is
"farplane_color" color to fade to when the far clip plane is on
"farplane_cull" whether or not the far plane should cull, default is yes
"gravity" 800 is default gravity
"lavaalpha" ( Float lavaAlpha ) Set the alpha of lava screen blend
"lavacolor" ( Vector lavaColor ) Set the color of lava screen blend
"lightmapdensity" default lightmap density to be used for all surfaces
"message" text to print at user logon
"nextmap" map to goto when player exits
"numarenas" ( Integer numarenas ) Set the number of arenas in the world
"northyaw" sets the yaw angle that is considered to be north
"overbright" forces on overbright lighting. "world" makes it only affect the world, "entities" makes it affect entity lighting, and "all" makes it affect both. Also, setting it to "none" forces all overbright lighting off.
"script" script to run on start of map
"skipthread" thread that is activated to skip this level (if cinematic)
"soundtrack" the soundtrack to use on the map
"suncolor" color (and intensity) of the sun. Full daylight would be "70 70 70"
"sundiffuse" fraction of the sunlight to make diffuse (default 1)
"sundiffusecolor" color of the diffuse sunlight. Uses the same value scale as suncolor.
"sundirection" direction of the sun in the level
"sunflaredirection" allows you to specify a direction of the sun flare. Defaluts to using the direction specified for the sunlight.
"sunflarename" sets the flare to use for the sun (default is sun)
"skyalpha" initial value of the sky's alpha, defaults to 1
"skyportal" ( Boolean newSkyPortalState ) Whether or not to use the sky portal at all
"vis_derived" whether or not the vis compiler derives additional vis info from the manual vis. default is 0. 0 means vis compile will be slower since manual vis data is added after auto vis data. 1 means vis is faster and lower runtime poly count, but erroneous no draw could result from incorrect manual vis data.
"wateralpha" ( Float waterAlpha ) Set the alpha of the water screen blend
"watercolor" ( Vector waterColor ) Set the watercolor screen blend