goal: lighting the walls / ceiling around this spotlight. Problem: whole room gets lit up.
Double click the light entity, you should have a few settings. One will be Brightness, with four (4) numbers in the range 0-255. The first three are RED, GREEN and BLUE levels, the fourth is BRIGHTNESS. Reduce this fourth number.
Is it possible by using a texture to create light as how it comes out of the corridor on the left in this pic?
Some textures do emit light, and i believe they start with a tilda, or '~', eg: ~LIGHT3B. You can open the file lights.rad and find textures that have a name with four numbers similar to above, eg: LIGHT3B 255 200 100 2000.
The good: I fixed the prefab off the grid problem... somehow. What i did? well made the whole element from lesser brushes, BUT! i made the angles different so they be 16 units up and 4 wide. So guess i also made one of the 10 most common misakes after all lol.
The bad: The lights still drive me crazy!! I guess i can mess around with it for hours on bu i wanna go on with the rest of the map, not having the lights laughing at me in the back of my head all the time. So, here's some pics of my frustration:
Any of you who feel up for it to go on this challenge would be apreceated.
some details on the light:
brightness= 20 !f-ing! 5 color is pure white HDR = i dun touch that stuff constant = 0 50% falloff = 50 0% falloff= 25 (since i dun want that shit to spread around) hard falloff = 1 ( so you can clearly see the shade levels borders) maximum distance = 25
So, to me all of the above tells me any light of any kind shouldent get beyond a 50 unit border rite? Well Hammer seems to think defferently.
PS: thx for the fast reply folks, i now again have hope
PS#2: ill be going trough em "volumetric light model" thingy's and light edmitting textures now then.
50% falloff is the light level half way between light cone center and edge. should be half the brightness of the light? 0% falloff is the light level at the edge and outside the light cone. change this to zero.
Just tried that with no noticable changes of what so ever.
I'm getting the feeling the textures on the walls are bouncing the light all around the room or something. Ah well im just going on with the map an hope to fix this lateron hehe. Thx for the help so far anyways peeps.
Hmmm yeah that must be it i guess... So now i gotto find a way to turn that off for just the big room so that stays dark. It has to stay on for the corridors on the other hand so i wonder if thats even possible. I can also test with "block light" textures ive seen pass by and create a light catching cage around the lights so the rest stays dark.
I block light also blocks NPC line-of-sight. Just informing - may cause un-wanted results. developer.valvesoftware.com/wiki/Tool_textures Used for blocking light through entities for correct shadows - EG hand rails have a block light texture under them to create correct(?) (or simplified?) shadows. (Rather than have the entity create teh shadow, which will use up more resources. Guess it's for optimization).
Roight, did another test and guess what, it worked this time
What i did was bould a "cage" of block light textured brushes around the light, and that stopped it from spreading woohoo!. Would have gotten the eventually but only faster because of zeph's post so thx for that.
The plan is to put a block light ceiling underneath the lights so the only light up the ceiling and not the walls.
@ zeph's post:
a: the map is going to be multiplayer in the end so there wont be any problems with NPC's specially not since they cant reach the ceiling hehe.
b: the hard falloff was only to show the different shades of light clearly on the screenshots so thats off allready
c: I'll keep the block light for shadows concept in mind tho, might do something with that if the situation is there. My guess is i gotto turn offthe prop's "cast shadow" then so it uses the "block light" texture instead.
d: It's a indoor map so i won't be having a scybox really, unless i decide to do a outdoor area lateron hehe. Then ill look bact at them pages about the blocks and all of that, for now im good so thx!
My problems seem to be solved and if i run into new ones ill know where to go.
Ok i forgot about the block light part completely because it gave me sharp lines of where the light stopped, which looked fake. Instead i used dynamic lights, who don't spill their light into all directions.
Then i ranto something funny when making sprites act like strobes. Started a topic here for ye who are'st interested:
Ok i deleted the first log and replaced it with this new one, where the water works again! ;D As you can see somethings going on with this as well:
WARNING: Cluster portals saw into cluster
Must have something to do with the arced walls?:
I'll make those func_detail i think and add a straight wall behind em just like the big floor brush. Now it also makes sence to me why they did it like that in the original AVP2 map lol
writing F:\Steam\SteamApps\email@example.com\sourcesdk\bin\ep1\bin\prefabs\leadworks7.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_wasteland02*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt" Can't load skybox file skybox/sky_wasteland02 to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (648508 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3879 texinfos to 1912 Reduced 58 texdatas to 52 (1854 bytes to 1683) Writing F:\Steam\SteamApps\firstname.lastname@example.org\sourcesdk\bin\ep1\bin\prefabs\leadworks7.bsp 3 seconds elapsed
ANYTHING that is clipped, cut, carved, rotated, vertex edited, etc (ie that's NOT a simple box inline with the grid) should be func_detail, as otherwise you'll get broken visleafs. Your "WARNING: Cluster portals saw into cluster" means there is some crazy leaf goings on.
What you can do is build walls behind the vis leafs which make a simple square room. Make these nodraw, as they wont be seen. This will simplify the corridor into square rooms, with "fake" walls forming the curve.
I fixed the water by putting the standard volumetric light props i had shining out the corridors actually into the map with the x,y,z thingy. First i had the big dev_black texture "scybox"around my map so it never noticed that being outside the map since the whole map was in a sealed room.
Seccond i had some dev_128 units textuered brushes outside my map i used to determine room sizes, put thoe inside the map as well.
Right now i did bind the curved walls to func_detail as well and the process story is alot shorter to now.
I still get the "WARNING: Cluster portals saw into cluster" a couple of times so that must be the corridors i guess:
As you can see thos are all but square shaped hehe ;D I did the wireframe 0,1,2,3 or something command once and there ware lotsa funky lines coming from those intersections. I gotto make those func detail as well then and add a nodraw box around em just like the angled walls then.
I allready had nodraw blocks behind the func_detail closed doors (all the doors ar func_detail btw) since hammer just couldent deal with them anymore, since the are vertex edit heaven you could say.
Allways nice to find out after you totally completed that section a week ago eh?
Neways thx again 4 the help....you just earned a spot at the yet to make custom wall of fame texture that'll be placed in the map when it's released