Lighting help please!

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jordenjames88
47 Posts
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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Skotty
671 Posts
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

Explaination, see here: http://developer.valvesoftware.com/wiki/VRAD

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jordenjames88
47 Posts
Posted Aug 26, 2011
Replied 10 minutes later
How do I choose expert mode compiling?
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Skotty
671 Posts
Posted Aug 26, 2011
Replied 6 minutes later
By clicking the Expert Mode button in the compile window?
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jordenjames88
47 Posts
Posted Aug 26, 2011
Replied 12 minutes later
Wow. Some how I did not notice that until now. Facepalm
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satchmo
415 Posts
Posted Aug 26, 2011
Replied 39 minutes later
No worries. It took me two years before I realized there was an expert mode.
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jordenjames88
47 Posts
Posted Aug 26, 2011
Replied 22 minutes later
So what are the main differences between expert and normal mode?
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satchmo
415 Posts
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.

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jordenjames88
47 Posts
Posted Aug 26, 2011
Replied 39 minutes later
How exactly do i make the props cast sharp shadows?
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baca25
342 Posts
Posted Aug 26, 2011
Replied 10 hours later
Soooo... Theres an expert mode... (opening up all my maps)... I knew that. psh.
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ChickenMobile
2,460 Posts
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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jordenjames88
47 Posts
Posted Aug 27, 2011
Replied 11 hours later
THANK YOU!