im working on a map and i have a entity light i made in to a beam using the tuts on this site and it worked but models wouldnt light up. like my hands/weapon, or the AI i out under it. how can i make it light them up?
Im going to try the Entity only option but im not sure if that will work or not
heres a pic of the entity properties.
http://www.daplayazclub.com/uploads/lightentity.jpg
Thanks
RJH
lighting problems
Moderator: Moderators
it just says
_color 1.000000 0.984314 0.901961
angles 90 0 0
classname light
light 200
origin -100 2205 536
spot_angle 35
now i have some lights lighting models and some not, so i went into radient and copied the ones that work and replaced the non working ones. BUT THEY STILL DONT work. i dont get it.its the exact same light entity just in a different spot.
_color 1.000000 0.984314 0.901961
angles 90 0 0
classname light
light 200
origin -100 2205 536
spot_angle 35
now i have some lights lighting models and some not, so i went into radient and copied the ones that work and replaced the non working ones. BUT THEY STILL DONT work. i dont get it.its the exact same light entity just in a different spot.

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panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
RJH:
I read through your posts again and I don't get it either. I just followed that tutorial on lightbeams and did some tests with the spotlights. All worked fine. (I didn't create the beam effect itself, only the spot light).
I found that the spot_angle key isn't really needed (it only narrows the light cone) but the light itself did shine on the player model and weapon. So in theory you shouldn't need to check any of the additional light options.
Is your map free of leaks and are you using any special lightcompile parameters?
Cobra:
Do you mean you have placed a lightpost model in your map?
The lamp and lightpost models do not give light, so you need to add a light entity near the model. (Right Mousebutton -> Light)
I read through your posts again and I don't get it either. I just followed that tutorial on lightbeams and did some tests with the spotlights. All worked fine. (I didn't create the beam effect itself, only the spot light).
I found that the spot_angle key isn't really needed (it only narrows the light cone) but the light itself did shine on the player model and weapon. So in theory you shouldn't need to check any of the additional light options.
Is your map free of leaks and are you using any special lightcompile parameters?
Cobra:
Do you mean you have placed a lightpost model in your map?
The lamp and lightpost models do not give light, so you need to add a light entity near the model. (Right Mousebutton -> Light)
Last edited by panTera on Sun Aug 21, 2005 11:57 pm, edited 1 time in total.
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panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
... in Mbuilder you can use additional lightcompile commands (e.g. -fast, -bounce #, -staticshadows etc.) but when you say you 'just use the Mbuilder' then you probably haven't changed anything and are compileing with the default settings, which is good.
Make a small testmap with just some new lights in it to see if the same problem occurs in that map. Try some different lights, one regular light and one with the 'angles key' of 90 0 0.
Sometimes it's best to just delete some stuff and start over. Delete the lights (not the beam) and place new ones without adding keyvalues. Then do a compile. If things light up like they should try adding the keys again.
Make a small testmap with just some new lights in it to see if the same problem occurs in that map. Try some different lights, one regular light and one with the 'angles key' of 90 0 0.
Sometimes it's best to just delete some stuff and start over. Delete the lights (not the beam) and place new ones without adding keyvalues. Then do a compile. If things light up like they should try adding the keys again.
