mike-0 Posted July 18, 2005 Report Posted July 18, 2005 topic- my lighting is really gay. look at that blackness to the right of the middle light. wtf. the light entity is positioned at the same place on every light source. so im thinking it must be the rad compile tool im using.
KoKo5oVaR Posted July 18, 2005 Report Posted July 18, 2005 it s seems that the blocs you ve used to make your lights are brushs, are they ? :/ in that case, put them into func_wall entity
ReNo Posted July 18, 2005 Report Posted July 18, 2005 Better still, make them func_illusionarys. That will mean they don't have any clipping on them (no need on such small and insignificant objects) and so simplify the clipping hull.
mike-0 Posted July 19, 2005 Author Report Posted July 19, 2005 that did the trick. but look at the side of the thing the plants come out on (far left of screen), notice how the lighting changes there. obviously i cant make that a func_illusionary. what am i supposed to do?
ReNo Posted July 19, 2005 Report Posted July 19, 2005 Oh yeah, didn't notice that. You could make the structure that the lights are fitted to into a func_wall. This should stop it causing the face splitting on the back wall that is resulting in the line on the left. If you then made a 1 unit gap between the lights themselves and the structure, you won't get face splitting between it and the lights (brush entities still cause face splits with other brush entities, just not world entities). It might look bad to have that 1 unit gap depending on the angle the player sees this from, so its up to you whether its worth saving the polys or just putting up with the face splits in order to have them flush.
ReNo Posted July 19, 2005 Report Posted July 19, 2005 Did you try and get funky with some RAD options? Looks like you set the chop value to something high, or something to that effect. In HL1, "-chop 16" is a nice looking value to use IIRC, and 32 is the highest you should ever have to go (unless you're doing something crazy like flatshading). Lower is better, by the way. Then again maybe this is something else entirely.
mike-0 Posted July 20, 2005 Author Report Posted July 20, 2005 ok i fixed the face lighting splitting thing, new problem. fucked up lighting (i circled it). i was thinking maybe if i extended the upper floor to be wider towards the center of the room, but id really rather not do that. by the way i dont akimbo uzi, auto is for nubs
ReNo Posted July 20, 2005 Report Posted July 20, 2005 What the hell is wrong with this map? How many lighting errors can one man suffer from!?
insta Posted July 20, 2005 Report Posted July 20, 2005 Hey chuck, what about adding some more lights to brighten things up
Zacker Posted July 20, 2005 Report Posted July 20, 2005 What about trying another compiler build? The many last releases of ZHLT have been more or less bugged. We want Merl or Sean back, they could code proper compilers:)
KoKo5oVaR Posted July 20, 2005 Report Posted July 20, 2005 In this case, try to add some lights on the ceilling
mike-0 Posted July 20, 2005 Author Report Posted July 20, 2005 What about trying another compiler build? The many last releases of ZHLT have been more or less bugged. We want Merl or Sean back, they could code proper compilers:) did that. but i fixed that problem, it actually had to do with those point lights i had the original problem from being too bright. i plan on adding a window to the roof Did you compile with -smooth? does that do what it sounds like?
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