11-07-2006, 03:53 AM | #1 |
Join Date: Jan 2005
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Weird light(entity?) problem
Ingame on a map im working on, there is a light_spot effect that is non-existant in hammer, help me get rid of this
In Hammer : http://img370.imageshack.us/img370/3844/hammergk4.jpg In Game : http://img394.imageshack.us/img394/6649/ingameqx0.jpg there are no light entities in the map whatsoever. There are no entities inside that main room, just bordering it. there are just texture lights. non source mapping, this is tfc 1.6 |
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11-07-2006, 03:58 AM | #2 |
Join Date: Jan 2005
Location: California
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try different compile tools
are you using zoners? |
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11-07-2006, 07:00 AM | #3 |
Join Date: Jun 2006
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Looks like some sort of environment light emitting off the sky texture.
Is that a sky box above that hole in the roof? |
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11-07-2006, 12:35 PM | #4 | |
Join Date: Jan 2005
Location: California
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Quote:
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11-07-2006, 01:49 PM | #5 |
Join Date: Jan 2005
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no gaps, using zoners, no light entities whatsoever
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11-07-2006, 03:51 PM | #6 |
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
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try adding a secondary light_enviorment i had this problem a while back too, its something about the skyboxes not sure what though
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11-07-2006, 09:11 PM | #7 |
Join Date: Jan 2005
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i changed the sky texture to BLACK
its still there, I'm thinking something to do with texture lights? how do i add a secondary if there isnt even one there? |
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11-07-2006, 09:13 PM | #8 |
Join Date: Jul 2006
Location: Austin, Texas
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add a primary :P
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11-08-2006, 01:56 AM | #9 |
Join Date: Dec 2005
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Try placing a cube block where the error occurs, roughly the size of the light spot. This wont stop the error, but may at least give you a better idea of what direction its coming from, if you look at how your cube is lit.
Aint seen this kind of error before though. |
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11-08-2006, 03:22 AM | #10 |
Join Date: Jan 2005
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i placed a box, 128x128 above it
32 units above, and its still there, exactly im trying 16 units. i placed the box on it, didnt show anything |
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11-08-2006, 03:30 AM | #11 |
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its low enough to the ground that the texture lights cant see it, and its still there
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11-08-2006, 03:42 AM | #12 |
Join Date: Dec 2005
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post pic?
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11-08-2006, 04:00 AM | #13 |
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11-08-2006, 05:31 AM | #14 |
Fortress Forever Staff
Join Date: Jan 2005
Location: Texas
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You could try placing a func_illusionary covered with {blue or {invis, and then set the ZHLT light flag "Opaque, blocks light."
Also, try doing -extra on RAD, and -sparse as well. |
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11-08-2006, 02:39 PM | #15 |
Join Date: Jan 2005
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i did the thing that blocks light, now theres a giant black spot ?
edit, just added -chop 90 after i tried extra and sparse, it worked ? Last edited by o_gogeta; 11-08-2006 at 03:29 PM. |
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11-08-2006, 03:22 PM | #16 |
Join Date: Dec 2005
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Use the cordon tool to cordon off a 2metre square area where the the light spot is, compile and run your tiny map, see if its still there, if not expand the cordon until the light spot comes back. You got some funky error here buddy but this is the last, most time consuming resort to finding it.
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11-09-2006, 05:18 AM | #17 |
Fortress Forever Staff
Join Date: Jan 2005
Location: Texas
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-chop 90 would make your lighthing shittier, though. The default is 64, I think.
Oh yeah, and I think there was some other shit that was added to RAD called uhh -dscale, and I think you want to do -dscale 1. |
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11-09-2006, 11:19 AM | #18 | |
Join Date: Aug 2005
Location: Portsmouth, England
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Quote:
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11-09-2006, 02:42 PM | #19 |
Join Date: Jan 2005
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so you have light shining on the floor, but no source of where the light comes from. Duh.. how easy could this be? PUT a light on the ceiling!
:::chuckle::: Ok, I know... stupid, but I had to say it. Ignore me. |
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