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Posted: Mon Feb 17, 2003 6:56 pm
by wacko
How about making the script_model a spotlight of spot_angle/90? instead of a simple light? Is this possible?
I believe, the problem is that the compiler doesn't know that there will be a light coming and the light doesn't know about the wall either!? So, a spotlight ought to work around, as it wouldn't shine in the wrong direction.
Problem would be, though, that we'd need a script for each direction? Or could you give the value for the key angles to the script_model, and use this info in the script?
Posted: Mon Feb 17, 2003 8:05 pm
by wacko
You don't get enough praise for your efforts either
just trying to pay back a little of what I got and still get here
Posted: Tue Feb 18, 2003 7:01 am
by wacko
something new (for me):

you can NOT see the light at
C shimmering through the wall from
A but from
B. Any ideas?
Posted: Tue Feb 18, 2003 10:01 am
by Bjarne BZR
I think the problem is that lights are considered bigger than the "bounding box" in Radiant by the compiler, so you should place the light a bit from the wall, and keep the torch gfx where it is...
I had a
similar problen where a celing light caused a leak when a box that was caulked under stood on the floor directly above it
Hope it helps...
/Bjarne
Posted: Tue Feb 18, 2003 1:49 pm
by jv_map
Does this happen if you compile with -fast vis only?
Posted: Tue Feb 18, 2003 4:31 pm
by wacko
I don't think, the problem is the size of the bounding box or an internal size of light-entities, because I don't use lights. Also, the diameter of the light spot on the backside is matching with the diameter of the sphere-sector, i.e. the part of the light-sphere that looks out on that side, if you know what I mean (hard to explain in English for me). And I tried all possibilities with caulk and no caulk, and combinations
To jv: No! I compiled in MBuilder with no BSP-options, no vis-options and LIGHT-option "-final". How about these hide-brushes? Should I use them? Whole brush 6-sided with texture 'hide'? Where?
Posted: Tue Feb 18, 2003 4:52 pm
by jv_map
Try a
vis compile with option
-fast 
Posted: Tue Feb 18, 2003 7:52 pm
by wacko
makes no difference, and if - what for? should I do a final compile with vis option -fast?
This is and would be no solution

Posted: Tue Feb 18, 2003 8:43 pm
by jv_map
I wasn't suggesting a direct solution, just researching the problem. If the location (a, b or c) wouldn't make a difference after -fast vis, I have a solution for you.

Posted: Tue Feb 18, 2003 9:14 pm
by wacko
sorry, didn't want to bark.
speaking of location C sounds like a misunderstanding. C is just the location of the script_model. On this side of the wall you have a brilliant torch, as it was wanted.
In the field A, the wall between you and the model is dark as it should be except (as I just found out) in a little part which is I would say: Under a thought line from the model to the upper right (in the picture) corner of field B and outside the light radius. If you move nearer to the model but still in A and still under this theoretical line, the light spot vanishes.
And standing anywhere in field B, you can see the spot, too, as I said before.