trouble with the light_spot entity

randomteddy

L1: Registered
Jun 5, 2009
32
2
I downloaded the lighting prefab pack and i used some of the lights in my level but i noticed they were not bright enough so i decided to edit the light_spot associated with the prefab and i didnt get any change in light. so i made a test map with a light_spot and i tried messing around with it. ingame the level wasnt lit, it was pitch black but there was light on the first person model and it showed up where i had placed the light spot. i checked the compile log on interlopers.net
and there wasnt anythying wrong. so any ideas on whats wrong?
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Do a cordon compile to be sure

Toolbar_cordon_circled.PNG


You just make sure the boundaries cover the part you want to test

http://developer.valvesoftware.com/wiki/Cordon
 

randomteddy

L1: Registered
Jun 5, 2009
32
2
i've tried a cordon compile and i still have no errors. but i think i figured part of it out. i was testing and i made a light and a light_spot entity then i compiled and it work perfectly(it wasnt bright enough to light the intire room). then i edited the brightness setting to 800 and compiled,then it was pitch black
 

Trotim

aa
Jul 14, 2009
1,195
1,045
...hm, make sure you don't actually enter "800" in the Brightness field but something like "255 255 255 800"?
 

randomteddy

L1: Registered
Jun 5, 2009
32
2
well it seems that psy was right. i thought that vrad would just ignore the lightbulb.