Light_spot question

Discussion in 'Mapping Questions & Discussion' started by Daedryon, Dec 19, 2009.

  1. Daedryon

    Daedryon L3: Member

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    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?
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Are you running VRAD?
     
  3. Daedryon

    Daedryon L3: Member

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    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
     
    Last edited: Dec 19, 2009
  4. Daedryon

    Daedryon L3: Member

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    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.

    [​IMG]
     
  5. Nineaxis

    aa Nineaxis Quack Doctor

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  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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.
     
  7. Daedryon

    Daedryon L3: Member

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    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 >.>
     
  8. Nineaxis

    aa Nineaxis Quack Doctor

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    You must have not read it closely, because you don't seem to understand that cubemaps must be built.
     
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  9. Daedryon

    Daedryon L3: Member

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    Oh I did read that.

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

    But I'll try it.
     
  10. Daedryon

    Daedryon L3: Member

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    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...