Light_dynamic problem

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mcdaniels
50 Posts
Posted Jun 01, 2011
Hello!

I try to make light spot that doesnt cast light on models, so I need to use light_dynamic instead of light_spot.
The question is: how is it possible to enlarge the radius of the spotlight, but keep the environment dark? I tried everything, it just doesnt work. I even made a hollow cube where the light_dynamic entity is in, with the downside open, but still: the light brightens up the whole environment, only because of the radius setting. I dont get it!
Thanks a lot!

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ChickenMobile
2,460 Posts
Posted Jun 01, 2011
Replied 20 minutes later
I told you everything to know about this. Please re-read your other thread and look at the tips I posted about dynamic lights. > ChickenMobile wrote:

Remember that the yellow circle around the dynamic light is to tell which is the furthest distance you will be able to see the light and the other value is how big the spot will appear on the wall is.

Also try fiddling with the light angles especially the outer light angle (this is a value from 1-90).

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onailag
19 Posts
Posted Jun 01, 2011
Replied 13 minutes later
Uses normal lights
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ChickenMobile
2,460 Posts
Posted Jun 01, 2011
Replied 1 minutes later

onailag wrote:
Uses normal lights

He already said that he doesn't want a light to light up models. A normal light has not option to do so.

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mcdaniels
50 Posts
Posted Jun 01, 2011
Replied 13 minutes later
ok, I dont want the light source to be seen. Can I just erase the point_spotlight? will the light_dynamic still work then?
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ChickenMobile
2,460 Posts
Posted Jun 01, 2011
Replied 6 minutes later

mcdaniels wrote:
ok, I dont want the light source to be seen. Can I just erase the point_spotlight? will the light_dynamic still work then?

Oh you're just talking about the point_spotlight?> ChickenMobile wrote:

The other entity, point_spotlight, is to just give a light-glowing-effect as it acts like a sprite.

Again, please read what I wrote properly. You can just delete it. I didn't expect you to copy everything from the prefab, only the dynamic light.

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onailag
19 Posts
Posted Jun 01, 2011
Replied 5 minutes later
Used env_projected_texture.

requires cons for this by lighting the first entity when it occurs and when by further deactivates the first to activate the 2 nd env_projected_texture.
His only work one at a

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ChickenMobile
2,460 Posts
Posted Jun 01, 2011
Replied 3 minutes later

onailag wrote:
Used env_projected_texture.

requires cons for this by lighting the first entity when it occurs and when by further deactivates the first to activate the 2 nd env_projected_texture.
His only work one at a

Again, projected textures cast light onto models. Unless there is an option I have not seen this will not work.

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mcdaniels
50 Posts
Posted Jun 01, 2011
Replied 5 minutes later

please, take a look:

http://imageshack.us/photo/my-images/716/ingamek.png/
the environment is illuminated, although my max distance is set properly:

http://imageshack.us/f/835/inhammer.png/
I just want the whole orange face to be illuminated, thats all! If i set up the spot end radius to a higher radius so it coveres the whole face not just the center, the max distance value suddenly is being ignored!!
what the hell, I try to figure out the whole day what I do wrong LOL...
Thanks!

edit: these are my light_dynamic settings:

http://imageshack.us/photo/my-images/82 ... tings.png/

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ChickenMobile
2,460 Posts
Posted Jun 01, 2011
Replied 8 minutes later

mcdaniels wrote:
edit: these are my light_dynamic settings:
http://imageshack.us/photo/my-images/82 ... tings.png/

There's your problem. Your spotlight radius is 1500! Reduce it to around 200 and it will work fine.
Also dynamic lights can point at objects. If you just want the ground to be lighted there, you can make it point at the entity (i.e. the target on the floor.).

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mcdaniels
50 Posts
Posted Jun 01, 2011
Replied 1 minutes later
but a radius of 200 doesnt cover the whole orange face. how can i manage that?
its too focused. I want it to diffuse over the face.
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ChickenMobile
2,460 Posts
Posted Jun 01, 2011
Replied 2 minutes later
Please post your vmf.
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mcdaniels
50 Posts
Posted Jun 01, 2011
Replied 7 minutes later

ok dokey.

https://rapidshare.com/files/328641714/test8.vmf

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onailag
19 Posts
Posted Jun 01, 2011
Replied 1 minute later
Light_spot
Point_spot_light..
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ChickenMobile
2,460 Posts
Posted Jun 01, 2011
Replied 15 minutes later
Just from opening it I can see some major problems.

  1. You put a huge box around your map. This is a big nono. It reduces performance ten-fold. Seal off the edges of the map. Use the cordon tool until you have sealed the room properly.
  2. You have a scatter of entities from instances that you obviously have deleted/or collapsed. Is this done on purpose?
  3. Obviously you are trying to turn the brush orange when it is on, and white when it isn't. That's why dynamic lights can be turned on and off.
  4. You have used a texture that emits light (i.e. light/orange2) and this is why orange light is emitting onto the walls. You can create brushes and using the rendermode : Color you can edit what color a brush is. Therefore you won't need to have dynamic lights turned on in the first place.
  5. I've noticed that nothing in the whole map is a func_detail. Everything that does not contribute to the physical structure of the map should be a func_detail so the leafs are not unnecessarily split up.

I like what you did though. It's very original :smile:

EDIT: Rendermode is working differently in Portal than it does in the orange box. Can't get it to work.

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mcdaniels
50 Posts
Posted Jun 01, 2011
Replied 11 minutes later
Thanks a lot! I know most of these things already, I was detailing the walls, regularly all these brushes are func_detail.
now: 1. I know that orange002 emits light. but without the light_dynamic it doesnt. all I want is that its illuminated. its not bright enough and the glass above the actual surface (which I want there to be) makes the texture even darker. so what can I do to make it brighter? I need to light it from above, theres no other solution! the .rad setting doesnt work dynamic so its orange all the time. the selfillum and unlit generic is regularly activated in the vmt, and i didnt change that. I also tried to downscale the texture, which should force it to emit more light because its a light texture. didnt help. I set the minimum light level higher. didnt help either, only seems to work for non-light textures. Well and what I tried already, too was to use a light_spot, THAT WORKED PERFECTLY!!!!! it just illuminates the models which i dont want. WHAT THE HELL CAN I DO TO MAKE IT BRIGHTER? GLOWING LIKE A FUCKING GAMESHOW BUTTON DAMNIT^^ AM I DREAMING TOO MUCH?
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ChickenMobile
2,460 Posts
Posted Jun 01, 2011
Replied 1 hour later
I tried fiddling around with it and there's probably an easier/better method than what you have.
E.G. Instead of making the light appear from the top make it appear from the bottom? (Have no idea if this would help) Use a sprite instead of a light (an env_lightglow preferably), and make it turn on and off.
If I could figure how color-rendermode works that would also be an alternative.

P.S. It is like nearly 6am here and I'll be off to bed after this post.

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mcdaniels
50 Posts
Posted Jun 01, 2011
Replied 15 minutes later
a tip for you: color rendermode, I found out, is only working if you set fx amount to 254, if its 0 the whole brush is invisible, at 255 the fx color isnt applied. dont ask my why....
good night and thanx very mush for your help!! it?s 10 pm here so i wont go to bed yet for a while^^
bb

edit: and not all colors work...seems like only pure ones like 0 0 255 (blue) and so on. what the hell...

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ChickenMobile
2,460 Posts
Posted Jun 02, 2011
Replied 15 hours later
That is strange. In the orange box I'm pretty sure that you can make any entity with the colorFX value to any colour you want. 255 being full...

Perhaps they cut this feature in the Portal engine or something is prohibiting it?

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Sleepless Mickey
16 Posts
Posted Jun 02, 2011
Replied 5 hours later
Ignore post, posted in error