Anyone know anything about the HDRR implementation.. and how they are going to do it? Will we have to change are maps? Will mods have to adopt to the new code? Whats the deal?
IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS
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HDR will be implemented to Source SDK so mod makers can use it and AFAIK something must be done so it works in our maps.
At this point, it will be implemented to Lost Coast and HL2 SP levels...
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in reply to mike-0
you probably clip out of the level so the solution would be to make your map bigger

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I think it might be because glows and sprites have a "distance from centre" property, or something to that effect, that lets you specify what thickness of world brush can be between you and the glow for it still to be rendered. Either that or its simply because you are using a glow, and glows are meant to change brightness based on distance. Try using a sprite instead in this case, which will remain a constant brightness.
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It is an env_sprite, with normal properties and everything, the only things in options i changed are scale and fx color. There is an option that is "size of glow prox geometry" or something like that, ill try it when i get home.
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oh, shit, i got it. wow. it was just a setting in the entity properties under fx type
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constant glow
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I need lights shining through these windows, projecting on to the wall behind it. I cannot do it using light_environment. Is there a way to make light_spot have sharp 90 degree corners so that it goes through said window?
[Blocked Image: http://img2.echo.cx/img2/4642/lightthroughwindow4dx.jpg]
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Make the light_spot's Constant really high, mike. I'm talking at least 100000. Really gives the cast light a neat, intense sharpness.
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that doesnt answer my question but ok.
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im not really sure waht youre talking about but if you want the light spot to aim through the window use an info target (if they still use those in hl2, i dunno)
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That's what he wants but he doesn't want light from a point but from a direction in general.
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ill try info_target whatever that is
im such a noob -
name the info target, and then give the light_spot a target, the light spot will aim at the info target
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use invisible texture light just in front of the wall, in square shape
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I don't understand how my method doesn't solve your problem. Point a really intense light_spot through the window and the shadows on the other side will take the shape of the window.
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I know what you mean now, but the player can run outside the house too. I dont want the player running into an intense light that comes from nowhere.
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Ok, i got the light to shine through the window, but it obviously hits the outside of the window and theres a huge blotch of random light (i know its not the right color ill fix that). Is there a way i can make that face not effected by that light or something?
[Blocked Image: http://img2.echo.cx/img2/4717/newnewlol00066xa.jpg]
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