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Hammer Lighting Questions

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Projected textures can be annoying sometimes, because you have to be careful on how you set them up. The two things that might have gone wrong that I can think of right now would be the projected texture having a bad display texture, or how it's turned on.

At the bottom of the env_projectedtexture properties, depending on how you have it set up, there should be a variable called Texture Name. Projected textures aren't actual light; they are just a bright texture projected on a surface. This means that if you have an invalid/bad texture being displayed, it may not show up correctly. The texture that seems to work the best would be effects/flashlight002. Try using that.

The other finicky thing to note is how it's turned on. If you have a starting elevator instance in the map, you will notice that it has some fancy shadows. This is a projected texture. Projected textures can only be displayed one at a time because it takes a lot of processing power to display one. When you turn one on, it will automatically turn any other projected textures that are on off. At default, (I think,) projected textures have the 'Enabled' flag on. This turns on that particular projected texture as soon as the map starts. But when the elevator texture turns on, it shuts your other texture down before you can see it. Once you step out of the elevator, create a trigger once that tells the projected texture you want shining to turn on.
Hope this helps! 8)

Another Bad Pun wrote:
Long story about projected textures

This is also what you see in the PTI maps. If you enter the room the projected texture from the main observation room is off. Then you walk through a trigger and it enables!

Just compile the basic map you see when you open the easy map maker and see this happen!

Thank you all for the replys!!
And a special big and warm thank you for Another Bad Pun. It was the fancy starting elevator instance that kept my projectedtextures from working... (There looking great now)
I'll post the map here when it's done!

Again, thanks too all for thinking with me!

Cheers,
MWP

P.S. really enjoyed playing past power, lpfreaky90

Kaleido wrote:
Hm.. I should probably make a tutorial video on the proper use of lighting in Hammer. I see too many people just content to use instanced lighting or uniform lighting...

I would LOVE to see a video from you.

I promised to post my first SDK map here! I did in another thread, so it's a repost. But, as we say here in the Netherlands: "Promise makes guilt"
http://steamcommunity.com/sharedfiles/f ... d=74347192

Please let me know what you think. And thanks again for all the help!

Nice! I really like the lighting. One thing though:

http://cloud-2.steampowered.com/ugc/559 ... 1DB217053/

You have a light leak under your panels. You can set the radius for 'hard falloff' (that's what that's for) to be smaller so the light won't draw that far through the wall. The dynamic light will fill the rest of the lighting anyway so it won't look bad... the effect was definitely badass when the panels open, but it looks kinda bad when they're closed =

Thanks! That was on purpose... It's the light shining from underneath the door. You are the second one with a remark about it, so maybe I do need to change it.

[EDIT] Fixed the light leaking underneath the panel.

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