Lighting levels
Quote from SecretComing on October 4, 2014, 2:33 pmI was using some lights around my map, using the observation room. As the portal 2 wiki says, on the puzzlemaker, a observation room can light an entire level, but this don't happen on hammer.
I even looked at the instance and there is a light spot pointing at my level, it does make some lighting, but don't make the entire room full of light. I have made a puzzlemaker test map, and when I export I see some "instances" around my map, called light strips (Forget the original name, sorry if I say wrong..), and I think this make some lights. Is there any page on valve developer wiki saying anything about that? I searched and don't found any. If someone can send me a link, I would appreciate.
Thanks.
I was using some lights around my map, using the observation room. As the portal 2 wiki says, on the puzzlemaker, a observation room can light an entire level, but this don't happen on hammer.
I even looked at the instance and there is a light spot pointing at my level, it does make some lighting, but don't make the entire room full of light. I have made a puzzlemaker test map, and when I export I see some "instances" around my map, called light strips (Forget the original name, sorry if I say wrong..), and I think this make some lights. Is there any page on valve developer wiki saying anything about that? I searched and don't found any. If someone can send me a link, I would appreciate.
Thanks.
Quote from RustyDios on October 4, 2014, 6:25 pmTry reading through this.
That might be the thing you are looking for... or try adjusting the brightness value of the light_spot (it is a four point number, Red/Green/Blue/Brightness).
You can also see if the env_projected_texture (if any) in your observation room is getting triggered to come on or not.
Try reading through this.
That might be the thing you are looking for... or try adjusting the brightness value of the light_spot (it is a four point number, Red/Green/Blue/Brightness).
You can also see if the env_projected_texture (if any) in your observation room is getting triggered to come on or not.
Quote from quaternary on October 4, 2014, 9:04 pmAlso, you might want to check if you are doing a "full compile" - Puzzlemaker levels use this by default, which makes the lighting look soft and smooth. It also tends to scatter the light more evenly around the room, which sounds like what you're looking for.
In hammer, press the Build button -> Expert -> and pick "Full compile - HDR and LDR (slow!)" to get Puzzlemaker quality lighting. Or pick a lower quality preset - these will compile much faster but the lighting will look a lot worse.
Also, you might want to check if you are doing a "full compile" - Puzzlemaker levels use this by default, which makes the lighting look soft and smooth. It also tends to scatter the light more evenly around the room, which sounds like what you're looking for.
In hammer, press the Build button -> Expert -> and pick "Full compile - HDR and LDR (slow!)" to get Puzzlemaker quality lighting. Or pick a lower quality preset - these will compile much faster but the lighting will look a lot worse.
Quote from SecretComing on October 5, 2014, 12:17 pmthanks, That really helps
thanks, That really helps