Good ways to use light_spot and point_spotlight?

Discussion in 'Mapping Questions & Discussion' started by Armadillo of Doom, Jun 26, 2008.

  1. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

    Messages:
    949
    Positive Ratings:
    614
    Edit 1: Seems the problem lies w/ using light_spot outdoors. When used inside, completely cut off from the sky lights, it worked fine. Alas, there doesn't appear to be any good way to make an outdoors spotlight :(

    Now in theory, light_spot is the actual cone-shaped light source, while point_spotlight provides some particle effects. However, even when used together, I can't seem to make the cone visible. The Valve wiki recommends a brightness of 3k-4k for light_spot, in order to be seen properly. I set mine to 4k and a really obvious color like bright red. I can see the color reflected on objects under the light, and my weapon reflects the color as well. But I can't get the actual light cone to appear. And point_spotlight by itself doesn't produce anything noticeable. It was possible to actually see the light in DM. Am I missing something, or is this just another item that doesn't work as well in TF2?
     
    Last edited: Jun 26, 2008
  2. TheBladeRoden

    TheBladeRoden L7: Fancy Member

    Messages:
    491
    Positive Ratings:
    165
    I dunno, places usually shut off outdoor lights when the sun's out
     
  3. Nineaxis

    aa Nineaxis Quack Doctor

    Messages:
    1,767
    Positive Ratings:
    1,403
    There are outdoor spotlights on granary, I noticed some earlier... might want to look at those.
     
  4. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

    Messages:
    949
    Positive Ratings:
    614
    lol. I probly should have mentioned this a dark map.
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,557
    There's an "outside" light_spot/point_spotlight facing the second cp on the second stage of dustbowl too. It's barely noticable.. i only noticed because i saw it in hammer then actually took the time ingame to check it out and sure enough it was there.

    Still, it was barely noticable.
     
  6. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

    Messages:
    949
    Positive Ratings:
    614
    I saw that one as well. It's a real shame too, cuz spotlights can do some amazing things to a map. Just look at Ravenholm, lol.
     
  7. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    Spotlights work fine AFAIK, my map has many of them, they look sweet against rock walls indoors. Try narrowing the focus on your point_spotlight; the light_spot provides light only and will not give you the cone effect you're looking for.
     
  8. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

    Messages:
    949
    Positive Ratings:
    614
    Interesting, I'll have to try that. If this works, I'll totally love you, cuz my map will look sweet and I can finally post screenshots :)
     
  9. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    I Guarantee It
     
  10. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

    Messages:
    949
    Positive Ratings:
    614
    If I can actually get the spotlights visible outdoors, I will do more than love you. I'll thank both of your last 2 posts :p
     
  11. Narkissus

    Narkissus L5: Dapper Member

    Messages:
    228
    Positive Ratings:
    9
    Also try to not have the entity sunken into anything, because that seems to make it not work correctly.
     
  12. Brandished

    Brandished L5: Dapper Member

    Messages:
    234
    Positive Ratings:
    293
    EDIT: EDIT...

    Well... Looks like I was wrong again, lol. I slowly started eliminating details and it appears the deciding factor was a point_spotlight and good backdrop surface close to the light source. Adding a func_dustmotes and setting the 50 and 0 percent fall off distances do help add detail as well. You have to play around with all the different settings a lot to get something nice. I myself am still looking for a nice, in depth, but easy-to-understand tutorial on all the different light settings and how to use them, trial-and-error is VERY time consuming. I updated the comparison shots below.

    In the screenshots below I used:

    func_dustmotes
    particle color: 206 207 177

    point_spotlight
    -default settings-

    light_spot
    Brightness: 244 249 70 900
    50% fall off: 390
    0% fall off: 900

    In Hammer:
    [​IMG]
    [​IMG]

    Comparison shots; a light_spot and...
    [​IMG]
    [​IMG]
    .
     
    • Thanks Thanks x 2
    Last edited: Jun 28, 2008
  13. AWESOME-O

    AWESOME-O L10: Glamorous Member

    Messages:
    782
    Positive Ratings:
    66
    Hly shitty nice
     
  14. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,557
    What's with the strange tinting in your lights with fall off distances? That looks kinda odd.
     
  15. Brandished

    Brandished L5: Dapper Member

    Messages:
    234
    Positive Ratings:
    293
    The strange tinting is actually the color I used for the the light_spot. I choose a weird orangish color so it would better show the surfaces it affected.

    The fall off distances directly affect how far the light "reaches", more so then the light's brightness settings. The tinting is in all 4 of the shots, it's just not as visible in the latter 2 shots because the light source isn't hitting the nearby surfaces as well with the fall off distance values set to 0 (the default value).
     
    Last edited: Jun 28, 2008
  16. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,557
    I always had trouble with the fall off distances for regular lights, you would have thought they might have implemented a spherical mesh, like they have for models and their fade distance settings. It was always trial and error with the lights, which is annoying on a full compile.

    Or they have and i havn't touched them in THAT long..
     
  17. beefwellington

    beefwellington L1: Registered

    Messages:
    28
    Positive Ratings:
    0
    VALVe needs to implement a 3D Engine view like the updated Unreal engine has for Gears of War 2's cinematics. In the updated Unreal editor Epic uses, you can map/edit cinematics in the 3D/2D views like hammer but then watch that cinematic happen in game inside the editor. Sure this would take more system resources (prolly another 300-500mb of memory) but making it a turn on/off function like a plugin would be great. Would save soooo much time.