- Mar 24, 2009
- 55
- 1
I'm trying to create a visually atmospheric map and I'm trying to use a lot of lights for it. Heres a screenshot of it:
When i do a compile it says Entdata is nearly full... can you surpass this amount? What happens if you do?
(The thing that has the most entities is that red glowing stripe running along the walls. (looks better in game than on the screenshot). It took a lot of experimentation to get that effect just right. I had to take the color_red texture, modify it to be unitgeneric to make it fullbright, then the only good way I could find to add the glowing light effect was to use a bunch of env_sprites with lights. It's got a ton of env_sprites which is probably what's taking up all the entdata. (theres more than in just this hallway).
Anyone possibly have an idea how to create that effect without using env_sprite... Tried using point_spotlight with a bunch of different types of spotlight lengths and widths, but it just wouldn't create the proper effect... even tried env_lightglow. May just have to modify the map without that red stripe which is unfortunate because it looks so awesome. (or just use the fullbright texture red texture and forget the glow effect.)
When i do a compile it says Entdata is nearly full... can you surpass this amount? What happens if you do?
(The thing that has the most entities is that red glowing stripe running along the walls. (looks better in game than on the screenshot). It took a lot of experimentation to get that effect just right. I had to take the color_red texture, modify it to be unitgeneric to make it fullbright, then the only good way I could find to add the glowing light effect was to use a bunch of env_sprites with lights. It's got a ton of env_sprites which is probably what's taking up all the entdata. (theres more than in just this hallway).
Anyone possibly have an idea how to create that effect without using env_sprite... Tried using point_spotlight with a bunch of different types of spotlight lengths and widths, but it just wouldn't create the proper effect... even tried env_lightglow. May just have to modify the map without that red stripe which is unfortunate because it looks so awesome. (or just use the fullbright texture red texture and forget the glow effect.)
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