Can Someone Light My Map Please?

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Alexander Bell
306 Posts
Posted Jul 22, 2012
:suckitbitch:

Closed.

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CaretCaret
290 Posts
Posted Jul 22, 2012
Replied 57 minutes later
Why can't YOU do it?
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The Irate Pirate
236 Posts
Posted Jul 22, 2012
Replied 4 minutes later
Why not just do it yourself? It would literally require reading a lighting tutorial on the developer's wiki which would take about 10 minutes.
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Lpfreaky90
2,842 Posts
Posted Jul 22, 2012
Replied 1 minutes later
Red flickering light is usually a bad idea. It distracts and it can cause problems for some people (things like epileptic attacks). If you want an effect a slow flicker where the lights slowly becomes darker and then lighter again is probalby better. This should be enhanced by the map's design.

As for the cyan blue; that's like green and blue on full brightness and red off. (or in hammer terms: 0 255 255), if a red (255 0 0) light is shining on your surface it will influence the color, probably making it appear darker. So I wouldn't do that, since I don't see how you would have that blue color thingy outside testing chambers and I don't see how you would have a red flashing light inside a test chamber.

As for the rewards:
* Who has 20 maps laying around to be playtested? Not much people I guess :wink:
* Give all your maps a thumbsup: seriously? It's supposed to be a rating system, not a popularity contest... I think that honest feedback would be better. I prefer to have a thumbsdown with an explanation why than a thumbsup because I helped someone...

Just my two cents... :wink:

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FourthReaper
356 Posts
Posted Jul 22, 2012
Replied 28 minutes later

Lpfreaky90 wrote:
Stuff

This. Couldn't agree more.

Though lp, I think the "playtest" means just a playthrough, as plenty of people usually beg for those...

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Alexander Bell
306 Posts
Posted Jul 22, 2012
Replied 18 minutes later

Lpfreaky90 wrote:
Red flickering light is usually a bad idea. It distracts and it can cause problems for some people (things like epileptic attacks). If you want an effect a slow flicker where the lights slowly becomes darker and then lighter again is probalby better. This should be enhanced by the map's design.

Just my two cents... :wink:

Well, obviously it couuld trigger Epileptic attacks, though people who suffer from them are supposed to consult their doc before playing video games anyways. Idk how to make it fade and un fade, right now I'm just using the "light" entity (it looks horrible because theres a bright spot on the wall where it is and then hardly any other light), is there anything else I can do? Or can I adjust the brightness on one so that I can move one to the mid of a room and turn it up? I've looked through the options on it and I don't see how...

Anyway... I guess I should read a tutorial about it. I always forget about tutorials..

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portal2tenacious
393 Posts
Posted Jul 22, 2012
Replied 10 minutes later

Alexander Bell wrote:
Lpfreaky90 wrote:

Red flickering light is usually a bad idea. It distracts and it can cause problems for some people (things like epileptic attacks). If you want an effect a slow flicker where the lights slowly becomes darker and then lighter again is probalby better. This should be enhanced by the map's design.

Just my two cents... :wink:

Well, obviously it couuld trigger Epileptic attacks, though people who suffer from them are supposed to consult their doc before playing video games anyways. Idk how to make it fade and un fade, right now I'm just using the "light" entity (it looks horrible because theres a bright spot on the wall where it is and then hardly any other light), is there anything else I can do? Or can I adjust the brightness on one so that I can move one to the mid of a room and turn it up? I've looked through the options on it and I don't see how...

Anyway... I guess I should read a tutorial about it. I always forget about tutorials..

It has nothing to do with epileptic attacks. Most people just find it annoying as hell.

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MasterLagger
1,695 Posts
Posted Jul 22, 2012
Replied 48 minutes later

Lpfreaky90 wrote:
Red flickering light is usually a bad idea. It distracts and it can cause problems for some people (things like epileptic attacks). If you want an effect a slow flicker where the lights slowly becomes darker and then lighter again is probalby better. This should be enhanced by the map's design.

Uh, no. It takes more than a red flickering light to trigger an epileptic seizure. I would know since I used to have epilepsy.

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Alexander Bell
306 Posts
Posted Jul 22, 2012
Replied 3 hours later

MasterLagger wrote:
Lpfreaky90 wrote:

Red flickering light is usually a bad idea. It distracts and it can cause problems for some people (things like epileptic attacks). If you want an effect a slow flicker where the lights slowly becomes darker and then lighter again is probalby better. This should be enhanced by the map's design.

Uh, no. It takes more than a red flickering light to trigger an epileptic seizure. I would know since I used to have epilepsy.

I think (though if you had Epilepsy you probably know better) that if it's really severe, any kind of flashing thing can set it off (in an MMORPG I play there is this one area with some lightning monsters on some storm clouds, you have to click through like 5 warning screens about the flashing and Epilepsy before you can go in).

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Alexander Bell
306 Posts
Posted Jul 22, 2012
Replied 10 minutes later
Well... it seems like I have it all lit up nicely... or, well, it did... but now it's all fucked up. For some reason, everything is pitch black except for the objects like 2 pixels away from the light (even though it's range is like 99999999999999999), and those items are the color of the light as if ent_fire color was used on them, and not even the walls near the light glow.
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FelixGriffin
2,680 Posts
Posted Jul 22, 2012
Replied 4 minutes later
Were there a bunch of yellow "warning" messages when you compiled? :wink:
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Alexander Bell
306 Posts
Posted Jul 22, 2012
Replied 1 minutes later

FelixGriffin wrote:
Were there a bunch of yellow "warning" messages when you compiled? :wink:

Other than the variable %keywords isn't defined and the convar gpu doesn't point to a convar errors, none.

Okay, I fixed that.

How can I turn up the brightness though?

And how can I block one area's light from going to another's? (separated by grating)

Damn Hammer :notwant:

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ChickenMobile
2,460 Posts
Posted Jul 22, 2012
Replied 8 minutes later
The color/brightness value. The last numeric value changes the brightness (default 255 255 255 200)
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Kaleido
272 Posts
Posted Jul 23, 2012
Replied 1 hour later
I'll get cracking on my Lighting Theory tutorial once the TWP contest is done. This thread just re-inspired me.
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josepezdj
2,386 Posts
Posted Jul 23, 2012
Replied 26 minutes later

Alexander Bell wrote:
If you light my map for me, I will...

Play test up to 20 of your maps
Give all your maps thumbs up
Advertise your maps (A link to your workshop with the caption "try these great maps!" in my signature and the description on all my maps.)

Well, I'm not so sure that I'd like you to go talking about my maps out there. Just judging from your posts I can't determine that your opinion is experienced enough and valuable to anyone at all; indeed, I think it would be more a bad advertising instead.

If you want to map, first of all you should watch and read a DAMN LOT of tutorials, like most of us did and continue doing. This is a mapping helping community, not a map requesting community. It really sounds so bad when you ask ppl to do the job for you... if you want to map you'd better shave that laziness away.

Alexander Bell wrote:
And how can I block one area's light from going to another's? (separated by grating)

There is a texture, a toolstexture, called "blocklight"... maybe you can place it behind that grate to avoid that light can get through...

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portal2tenacious
393 Posts
Posted Jul 23, 2012
Replied 13 minutes later

josepezdj wrote:
This is a mapping helping community, not a map requesting community.

New signature

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josepezdj
2,386 Posts
Posted Jul 23, 2012
Replied 46 minutes later

portal2tenacious wrote:
New signature

Thanks for the quote, man. :thumbup: