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Post by Ancient on Mar 3, 2013 7:01:13 GMT
In CSGO, i get a problem. in console it automaticly turns off lights: light_dynamic - env_projectexture - light_spot, but not the normal light entity.
Anyone know why ? heres console log: "Warning: env_projected_texture () forced off by ()"
i got two lights set up. only one of them activates, the other one died ^ anyone know why ? nothing wrong with compiling i double checked it.
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Post by Zeph on Mar 3, 2013 11:23:14 GMT
Those are Dynamic lights, and there is a hard coded limit of TWO dynamic lights on the same brush face. Any light with a name is considered "dynamic" (as with a name, you can "turn off/kill", and therefore both an "on" and "off" state needs to be compiled). However, lights with the same name is considered one dynamic light. Further reading: developer.valvesoftware.com/wiki/Intermediate_Lighting#Static_versus_dynamic
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Post by Ancient on Mar 3, 2013 16:35:08 GMT
Those are Dynamic lights, and there is a hard coded limit of TWO dynamic lights on the same brush face. Any light with a name is considered "dynamic" (as with a name, you can "turn off/kill", and therefore both an "on" and "off" state needs to be compiled). However, lights with the same name is considered one dynamic light. That's odd, since i never had to deall with this in hl2 or css, asw and this raises the question... why ? thanks
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Post by Zeph on Mar 3, 2013 22:50:40 GMT
Because its very expensive. Lets try two lights: On On On Off Off On Off Off That's 4 'textures' it needs to calculate and save. Now lets try just adding one more dynamic light... On On On On On Off On Off On Off On On On Off Off Off On Off Off Off On Off Off Off And that's just for this one room! Crazy huh? Yeah, it's expensive . Basically stick to one dynamic light per room (where a room cannot be seen by another room with dynamic lights). Or cheat and give them the same names.
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Post by Ancient on Mar 5, 2013 0:01:29 GMT
1 per room sucks :/
What if i had a big room, a huge room and need more of the same lights? what then?
i got this huge room which needs a lot of lighting, but instead all the lights go Out! even the normal light entity. i tried the sneaky way by naming the lights but that didn't work.
Could i use the no light tool or Skip tool to block out rooms perhaps ?
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Post by Zeph on Mar 5, 2013 0:17:02 GMT
Skip/hint wont help at all. block light is interesting... maybe. But i think it's solid - like invisible texture If you give all the dynamic lights the same name, they can all work together. The limit is two per room. dont yell at me! i didnt write the engine Use static lights as much as possible - light, cone, etc. fake moving lights if needs be: EG have a point_spotlight (with dynamic light flag ticked OFF) swinging around, but the actual light is just static cone.
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Post by Ancient on Mar 5, 2013 2:13:45 GMT
Does the same thing apply for open world ?
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Post by Zeph on Mar 5, 2013 10:17:24 GMT
Very much so. The engine is designed for "rooms and corridors" (think HL1) rather than big open areas.
I'm not sure if a dynamic light with a sharp fall-off (zero distance) would affect brushes far away though, you may be able to get around it with this.
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