Light messes up =(

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Mr Egg

L1: Registered
Apr 29, 2010
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Why is this so dark ?

a2sr39.jpg
 

tyler

aa
Sep 11, 2013
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You either need to add more lights or make the current ones brighter.

The color of the light should be a series of numbers like "255 255 255 200" or something. Change the last number to change the brightness, with higher numbers being brighter. Try a test with 1200 and go from there.
 

tyler

aa
Sep 11, 2013
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Did you make light_env? Is it configured right? Is this indoors?

If it's indoors ambient light won't be there.

Most ambient light in TF2 is just a low brightness light entity or two, I think.
 

Mr Egg

L1: Registered
Apr 29, 2010
31
6
This is indoors, I made a few light_env, yes, but I don't know how to configure it right...
 

Mr Egg

L1: Registered
Apr 29, 2010
31
6
It worked well before, and I didn't have that much lights... What causes it ? Maybe it's a leak !
I tried running the pointfile, but it shows only a weird red string that begins and ends out of thin air
 

Mr Egg

L1: Registered
Apr 29, 2010
31
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But then I don't know how to read it :
30j7nmq.jpg


It goes from nowhere to nowhere !
 

tyler

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Sep 11, 2013
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Are you sure it isn't going through geometry?

Turn off all your func_details and see if there is a void.
 

REEJ

L420: High Member
Aug 26, 2010
437
176
edit your light_spot color
255 255 255 1000
red value is what you're looking for,
usually 600+ start to be bright enough
 

Mr Egg

L1: Registered
Apr 29, 2010
31
6
How do I do that ? Indeed it goes through a geometrical shape, but not between two of them. That's weird.

By "that" I mean turning off my func_details

Things keep getting weirder... When I run the map it's perfectly bright, and water is really buggy (it can't be seen, and instead of it there is the background repeating itself as I move...
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
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To "turn off" certain parts of the map, use the VisGroups toolbar on the right. Under Auto, you can toggle "World Details -> Func Detail". If there are holes in what's left, you made a func_detail out of something you shouldn't have.

And remember to turn all your visgroups back on when you compile.
 

Mr Egg

L1: Registered
Apr 29, 2010
31
6
When I turn off my func_details there's some walls that disappear, but I don't know how to see if there's a void.
 

Mr Egg

L1: Registered
Apr 29, 2010
31
6
I think my pointfile is broken. I made a leak on purpose and the pointfile was still the same, beginning nowhere and ending the same way.
 

Terr

Cranky Coder
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Jul 31, 2009
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If it begins "nowhere" that probably means you have an entity with an "origin" point that somehow got moved out into the void. This is a problem since leak-testing is done by going through all your entities' origin-points (typically in the center of the entity) and making sure none of them can reach the void.

Make sure :helpers: is on, and then select all of your entities. If you see a blue sphere (3d view) or a small white circle (2d view) at one end of the leak-line, that's a good sign that you've got misplaced origins.

Find the entity causing the problem, and use center origins on it.

You could also just use center-origins on your whole map, but if you have certain entities (like rotating doors) you'll need to revisit them and check that they still work right.
 
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RaVaGe

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Jun 23, 2010
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You probably have an entity at the outside of the map.

EDIT: Oops grilled
 
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Mr Egg

L1: Registered
Apr 29, 2010
31
6
i don't think I've got an entity outside the map. The leak begins inside, not in the void.

And my pointfile is weird : it says it can't find the one with the name of my map, so i load the test.lin. Is it ok ?
 
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Terr

Cranky Coder
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Jul 31, 2009
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If Hammer says it can't find the point-file, that generally means it simply does not exist. Loading any other .lin file is not useful.