Light_spot question

Daedryon

L3: Member
Dec 5, 2009
134
3
Sorry for 2 new threads in a row, but I promise this is the last question.

Seeing as fullbright sucks, I added a light_spot to my map. Didn't touch any Output/Input/Flag stuff, just tweaked the angle the light shines, and the brightness (Valve Developer Software site said 3000-4000 brightness is good).

I even tried the command mat_fullbright 0.

Light won't show up.

What am I doin' wrong?
 

Daedryon

L3: Member
Dec 5, 2009
134
3
When you compile, you mean the third option on the menu, about having "RAD" on/off?

I always have it off when testing because if it's on, and my trigger_hurt and func_respawnroom have "nodraw" textures, and everything is pitch black when the map loads because of the "nodraw"

Friend of mine told me to turn RAD off, and I could see again :D
 
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Daedryon

L3: Member
Dec 5, 2009
134
3
Le bump. Apologies for the double post.

Still haven't figured out this light_spot thing. I'll try enabling "RAD" and then running the map.

However, I now have a new problem.

I have env_cubemap's in the main area of my map, and 1 in each spawn room.

Technically the only "solid" wall separating the spawnrooms from the main area is a nodraw/noentry wall (See screenshot).

Yet, as you can see in the picture, my floor is checkerboarded. That's the only thing that's gone checkerboarded.

achievementidledaedryon.jpg
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
VRAD is the program that calculates lighting. Without running it there is no light, which the game detects, and automatically turns fullbright on so you can see.
 

Daedryon

L3: Member
Dec 5, 2009
134
3
http://forums.tf2maps.net/showthread.php?t=3050

Read this thread before mapping any further.

I read that when I joined the forum.

I added env_cubemaps to the proper areas.

I've tried removing the 2 cubemaps from the respawn rooms, that didn't fix the problem.

And to make things worse, I was trying to make a Payload system that simply loops around and doesn't end, and my Hammer just crashed, and I forgot to save >.>
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
You must have not read it closely, because you don't seem to understand that cubemaps must be built.
 

Daedryon

L3: Member
Dec 5, 2009
134
3
Oh I did read that.

I've just never had to build cubemaps before. I'm that damn good.

But I'll try it.
 

Daedryon

L3: Member
Dec 5, 2009
134
3
You must have not read it closely, because you don't seem to understand that cubemaps must be built.

Well last time I tried that, buildcubemaps kept failing.

For some reason, it just worked.

Now if I could figure out how to make a control point revert to being uncaptured after a set time...