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ChickenLover
07-06-2008, 02:50 AM
I've been searching for an answer about this for hours but I've found nothing on it.

When I was exploring the decompiled Valve maps, I noticed that almost all of the indoor lighting is using a light_spot entity. I poked around in several maps to get an idea of how they used them and what settings were used and where. After some time I moved on and went back to my WIP and replaced some lights in a few rooms with light_spot. However, when I compiled the map and looked in the room I found that the ceiling was completely dark and was receiving no light at all.

I've messed with the settings on the lights more than once. I've tried a final compile in hopes that the light would be bouncing more. Nothing.

Any ideas as to what Valve did to light their ceilings?

Here are some comparison shots.

http://www.virusgaming.com/tcl/images/TF2/lighting1.jpg

http://www.virusgaming.com/tcl/images/TF2/lighting2.jpg

Géza!
07-06-2008, 01:10 PM
First check the texture you used. If it has model or prop in it's name, change it.
(Model textures have screwed up lighting.)

What Is Schwa
07-06-2008, 01:17 PM
Remember that each light source has a few bounces, and if your maps has leaks, or you aren't doing a vis AND rad compile you won't get the correct effect.

Rehsa4
07-06-2008, 01:52 PM
I did inner 50 and outer 90 with no leaks and it turned out fine, then again, I have them right against the ceiling and not hanging (yet)

Laz
07-06-2008, 02:10 PM
you sure you haven't used a point_spotlight? those things do not emit light, they just give you the sprite/beam fancy stuff.

try lowering them a bit, make sure the origin is not inside the model. Official maps also tend to put them 4 units or so below the model.

grazr
07-06-2008, 04:55 PM
If you can't figure out what's wrong there is an option to place a normal light in there with a fairly low ambience to gently light the ceiling. As Laz suggested the fact that your light is pretty close to the prop, it might be blocking the light source. turning off the light models shadows would be a good idea if that isn't already done. Or/and lower your light away from the model. It's hard to see what's actually happening other than that your lights don't wanna work.

ChickenLover
07-06-2008, 05:56 PM
Well, the light *is* working. I cutoff it off in the screenshot, but below the darkness the walls show lit. The only issue is that the ceiling won't become lit.

It is not a point_spotlight. I have both there, but the one I am toying with is a light_spot.

I'm not using any special textures.

There are no leaks, and I ran a final compile that had both VIS and RAD.

Laz
07-06-2008, 07:22 PM
well light_spot will only emit light in one direction, and will not light the area behind it, which in this case, is the ceiling.

Spacemonkeynz
07-06-2008, 07:45 PM
Use a light_spot, and a normal light, stick the normal light in the center of the area you want to light. Give the normal light a brightness of about 50.

This will give the room, including the ceilings, a nice ambient lighting.

ChickenLover
07-06-2008, 08:12 PM
well light_spot will only emit light in one direction, and will not light the area behind it, which in this case, is the ceiling.

Then why does it work when Valve does it? Valve uses very few point lights. Almost all of their lighting is from the light_spot, yet the ceilings are lit.

Look around in the Valve maps. All of the indoor lighting is setup this way.

What Is Schwa
07-06-2008, 08:33 PM
You have a leak or some other problem happening. If a default pointfile isn't loading than check for props outside the map.

I had the exact same problem and thought I was leak free. Just cuz you *think* you are doesn't mean you really are.

ChickenLover
07-06-2008, 08:57 PM
You have a leak or some other problem happening. If a default pointfile isn't loading than check for props outside the map.

I had the exact same problem and thought I was leak free. Just cuz you *think* you are doesn't mean you really are.

I agree with this now. I just built a quick test map and it worked fine, so there must be some sort of issue with the map that is causing the light to not bounce properly. So, now I guess I get to spend some time poking around till I figure out what it is.

What Is Schwa
07-06-2008, 09:05 PM
This is pretty funny... When I was going through this problem the person I asked for help told me exactly what I told you and I was like "dude, I know what I'm doing, my stuff is leak free."

Boy was I wrong.

----

Your compile log will help you here... off the top of my head here are things to look for:

Nodraw on displacements.
Props outside map.
Textures not aligned to world or face.
Invalid brushes.

Also use "check for problems" to help you hunt it down.

Good luck searching! You'll be amazed at how much better your lighting looks after you fully seal your map. You might even be able to reduce a lot of your lights now that everything is bouncing like it should be.

ChickenLover
07-06-2008, 09:17 PM
Good luck searching! You'll be amazed at how much better your lighting looks after you fully seal your map. You might even be able to reduce a lot of your lights now that everything is bouncing like it should be.

Yeah, I was just thinking once I find this problem I will probably have to redo all of my lighting hah. Bah. Oh well.

Rehsa4
07-06-2008, 10:34 PM
I went ahead and broke my map by adding a leak, and it does the exact same thing. Mine was caused by using doors that ended up stretching beyond my normal boundaries. Just do a load pointfile after you do a normal render with no vis or rad which will take anywhere from 10-60 seconds, then load pointfile, should point you right where it was.