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Probably a noob question....

Discussion in 'Mapping Questions & Discussion' started by Eight, Sep 24, 2009.

  1. Eight

    Eight L1: Registered

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    Hi again

    Ok I have an almost complete map now lit by a sky - as soon as I put any light entity in the whole map goes completely dark ingame - why is this?

    I also have no shadows in my map for a reason I do not know - most brushes are at lightmap 16 if this helps. Is this because I have no lights in the map and sky doesn't cast a shadow?

    Do I need to add some sort of entity to tell the light from the 'sun' which way to shine to cast shadows?

    The sky even lights fully inside tunnels....

    Thanks in advance for all the help :)

    8

    *Edit* - I have also tried compiling on fast, full and final (using Valve Batch Compile Tool)
     
    Last edited: Sep 24, 2009
  2. psihomir

    psihomir L4: Comfortable Member

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    If until now you didn't have any light entities, your map was running in fullbright mode - that is, no lighting data applied anywhere => that's why there were no shadows. The map went dark because you added its first light and it's not running in fullbright anymore - but the light entity you added is not enough to illuminate anything.

    If you want to create sunlight, use the light_environment entity - you must only place one anywhere in your map, and it will create light coming out of every brush that is skybox-textured. More info on sunlight here: http://developer.valvesoftware.com/wiki/Light_environment
     
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  3. Westerhound

    Westerhound L5: Dapper Member

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    Now its in fullbright, which it does automaticly when you dont have any lights. As soon as you put any lights at all it is NOT fullbright, and only lights the stuff the entities light up, so just put more light entities in the map and you'll see fine.

    The no shadows, light in tunnels etc are all cause of fullbright

    E: Damn them ninjas
     
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  4. Eight

    Eight L1: Registered

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    Cool thanks guys - i'll try that out and get back to ya :)
     
  5. Eight

    Eight L1: Registered

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    Thanks a lot guys - I put in a light_environment, shadow_control, and env_sun so it is now working nicely - outside at least :)

    Just gotta set up my inside lights now :D
     
  6. Eight

    Eight L1: Registered

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    Ok a bit of extension on from this - I now have a vast indoor area which would need loads of lights to light - how do you increase the lighting range on a single light entity?
     
  7. Eight

    Eight L1: Registered

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    *bump*
     
  8. drp

    aa drp

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    a lot of questions are answered in this thread.

    [ame="http://forums.tf2maps.net/showthread.php?t=807"]TF2 Mapping-Link Resources - TF2Maps.net[/ame]
     
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  9. Eight

    Eight L1: Registered

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    Thanks :)
     
  10. Caliostro

    Caliostro L6: Sharp Member

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    Don't bump your own thread. Specially not after 30 minutes.




    That said, having more lights is better than having stronger lights.
     
  11. psihomir

    psihomir L4: Comfortable Member

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    Huh? Why would you say that? I actually prefer the opposite - finding a solution that involves the least possible number of lights, properly adjusted in their brightness to fill the space nicely :)
     
  12. Caliostro

    Caliostro L6: Sharp Member

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    Because it looks better...?
     
  13. psihomir

    psihomir L4: Comfortable Member

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    Not necessarily. Having a lot of lights can actually make a room look overdone. IMO, it's always better to minimize their number, instead positioning them in key places with proper spread and brightness so they give a sufficient amount of light. Sure, it's easier to just spam light after light and call it a day, but spending some time to think it over can always lead to better, more resource-efficient solutions ;)
     
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