Lighting help please!
Posted Aug 26, 2011
Ok. So I am trying to make a lighting that shines through squarebeams casting shadows everywhere (See the fake test chamber from the part where he kills you) yet evry time i do that, the square beams block the light coming from behind them. Ive tried compiling it slower incase that was the problem, but no dice. The lights Ive used are the normal light entity and a light_dynamic. Thanks!
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Posted Aug 26, 2011
Replied
12 minutes
later
Use expert mode for compiling and add this to the beginning of the vrad line(s):
-textureshadows -StaticPropLighting -StaticPropPolys
-textureshadows -StaticPropLighting -StaticPropPolys
Explaination, see here: http://developer.valvesoftware.com/wiki/VRAD
Posted Aug 26, 2011
Replied
10 minutes
later
How do I choose expert mode compiling?
Posted Aug 26, 2011
Replied
6 minutes
later
By clicking the Expert Mode button in the compile window?
Posted Aug 26, 2011
Replied
12 minutes
later
Wow. Some how I did not notice that until now. Facepalm
Posted Aug 26, 2011
Replied
39 minutes
later
No worries. It took me two years before I realized there was an expert mode.
Posted Aug 26, 2011
Replied
22 minutes
later
So what are the main differences between expert and normal mode?
Posted Aug 26, 2011
Replied
1 hour
later
Expert compilation allows more flexibility and options. For example, if you want the props to cast sharp shadows, you'll need to specify in expert mode. In addition, if you want to compile with HDR lighting effect, you also need the expert mode.
As a general rule of thumb, you should use expert mode compile before you release a map to the public. The normal compile mode should be used for WIP maps.
Posted Aug 26, 2011
Replied
39 minutes
later
How exactly do i make the props cast sharp shadows?
Posted Aug 26, 2011
Replied
10 hours
later
Soooo... Theres an expert mode... (opening up all my maps)... I knew that. psh.
Posted Aug 27, 2011
Replied
3 hours
later
try an env_projectedtexture. This is what Valve used for sharp shadows and lighting. The only catch is that only one projected texture can be active at one time, so you need to put it in the most dramatic lighting position in the current room.
If I remember correctly: inside Valve's example SDK map coop_doors they have a projected texture inside the observation room which you can just copy.
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Posted Aug 27, 2011
Replied
11 hours
later
THANK YOU!