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lighting problems
Posted: Thu Aug 11, 2005 1:45 am
by RJH
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
Posted: Thu Aug 11, 2005 2:33 am
by panTera
well, if that 'Entity only' doesn't work you can also just add another (normal) light nearby the beam. That way the beam is there for looks and the light enitity will be the real light source.
Posted: Thu Aug 11, 2005 7:28 pm
by RJH
i did the regular light, and that didnt even work, il keep trying.
Posted: Fri Aug 12, 2005 1:33 pm
by bdbodger
The link didn't work for me .
Posted: Sat Aug 13, 2005 4:48 am
by RJH
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.
Posted: Sun Aug 21, 2005 3:40 pm
by Cobra
Its unnessesery to create an new topic. I discuss it here.
I have create my first map and i will render the map into an better lightworld. I have addded lightposts in my map now, the ambientlight is 35 35 35. I have search for the button, but how can i render my map, so the lightposts are usefull?
Posted: Sun Aug 21, 2005 10:30 pm
by panTera
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)
Posted: Sun Aug 21, 2005 10:57 pm
by RJH
i dont have any leaks, and i just use the MBuilder to compile.
Posted: Sun Aug 21, 2005 11:57 pm
by panTera
... 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.
Posted: Mon Aug 22, 2005 8:35 am
by Cobra
I will try that panTera. I write today or tommorow the result.
Posted: Sun Aug 28, 2005 5:10 pm
by Cobra
Iam a little late but the lightning compile is working. Thanks for the instructions.
What is the best compile options to do to final option in BSP,VIS & LIGHT exacly?