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Light_dynamic problem

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Hello!

I try to make light spot that doesnt cast light on models, so I need to use light_dynamic instead of light_spot.
The question is: how is it possible to enlarge the radius of the spotlight, but keep the environment dark? I tried everything, it just doesnt work. I even made a hollow cube where the light_dynamic entity is in, with the downside open, but still: the light brightens up the whole environment, only because of the radius setting. I dont get it!
Thanks a lot!

I told you everything to know about this. Please re-read your other thread and look at the tips I posted about dynamic lights.

ChickenMobile wrote:
Remember that the yellow circle around the dynamic light is to tell which is the furthest distance you will be able to see the light and the other value is how big the spot will appear on the wall is.

Also try fiddling with the light angles especially the outer light angle (this is a value from 1-90).

?????????????????????????????TWP Releases | My Workshop

Uses normal lights

onailag wrote:
Uses normal lights

He already said that he doesn't want a light to light up models. A normal light has not option to do so.

?????????????????????????????TWP Releases | My Workshop

ok, I dont want the light source to be seen. Can I just erase the point_spotlight? will the light_dynamic still work then?

mcdaniels wrote:
ok, I dont want the light source to be seen. Can I just erase the point_spotlight? will the light_dynamic still work then?

Oh you're just talking about the point_spotlight?

ChickenMobile wrote:
The other entity, point_spotlight, is to just give a light-glowing-effect as it acts like a sprite.

Again, please read what I wrote properly. You can just delete it. I didn't expect you to copy everything from the prefab, only the dynamic light.

?????????????????????????????TWP Releases | My Workshop

Used env_projected_texture.

requires cons for this by lighting the first entity when it occurs and when by further deactivates the first to activate the 2 nd env_projected_texture.
His only work one at a

onailag wrote:
Used env_projected_texture.

requires cons for this by lighting the first entity when it occurs and when by further deactivates the first to activate the 2 nd env_projected_texture.
His only work one at a

Again, projected textures cast light onto models. Unless there is an option I have not seen this will not work.

?????????????????????????????TWP Releases | My Workshop

please, take a look:
http://imageshack.us/photo/my-images/716/ingamek.png/
the environment is illuminated, although my max distance is set properly:
http://imageshack.us/f/835/inhammer.png/
I just want the whole orange face to be illuminated, thats all! If i set up the spot end radius to a higher radius so it coveres the whole face not just the center, the max distance value suddenly is being ignored!!
what the hell, I try to figure out the whole day what I do wrong LOL...
Thanks!

edit: these are my light_dynamic settings:
http://imageshack.us/photo/my-images/82 ... tings.png/

mcdaniels wrote:
edit: these are my light_dynamic settings:
http://imageshack.us/photo/my-images/82 ... tings.png/

There's your problem. Your spotlight radius is 1500! Reduce it to around 200 and it will work fine.
Also dynamic lights can point at objects. If you just want the ground to be lighted there, you can make it point at the entity (i.e. the target on the floor.).

?????????????????????????????TWP Releases | My Workshop
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