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Light_dynamic problem

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but a radius of 200 doesnt cover the whole orange face. how can i manage that?
its too focused. I want it to diffuse over the face.

Please post your vmf.

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

ok dokey.
https://rapidshare.com/files/328641714/test8.vmf

Light_spot
Point_spot_light..

Just from opening it I can see some major problems.

1. You put a huge box around your map. This is a big nono. It reduces performance ten-fold. Seal off the edges of the map. Use the cordon tool until you have sealed the room properly.
2. You have a scatter of entities from instances that you obviously have deleted/or collapsed. Is this done on purpose?
3. Obviously you are trying to turn the brush orange when it is on, and white when it isn't. That's why dynamic lights can be turned on and off.
4. You have used a texture that emits light (i.e. light/orange2) and this is why orange light is emitting onto the walls. You can create brushes and using the rendermode : Color you can edit what color a brush is. Therefore you won't need to have dynamic lights turned on in the first place.
5. I've noticed that nothing in the whole map is a func_detail. Everything that does not contribute to the physical structure of the map should be a func_detail so the leafs are not unnecessarily split up.

I like what you did though. It's very original :)

EDIT: Rendermode is working differently in Portal than it does in the orange box. Can't get it to work.

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

Thanks a lot! I know most of these things already, I was detailing the walls, regularly all these brushes are func_detail.
now: 1. I know that orange002 emits light. but without the light_dynamic it doesnt. all I want is that its illuminated. its not bright enough and the glass above the actual surface (which I want there to be) makes the texture even darker. so what can I do to make it brighter? I need to light it from above, theres no other solution! the .rad setting doesnt work dynamic so its orange all the time. the selfillum and unlit generic is regularly activated in the vmt, and i didnt change that. I also tried to downscale the texture, which should force it to emit more light because its a light texture. didnt help. I set the minimum light level higher. didnt help either, only seems to work for non-light textures. Well and what I tried already, too was to use a light_spot, THAT WORKED PERFECTLY!!!!! it just illuminates the models which i dont want. WHAT THE HELL CAN I DO TO MAKE IT BRIGHTER? GLOWING LIKE A FUCKING GAMESHOW BUTTON DAMNIT^^ AM I DREAMING TOO MUCH?

I tried fiddling around with it and there's probably an easier/better method than what you have.
E.G. Instead of making the light appear from the top make it appear from the bottom? (Have no idea if this would help) Use a sprite instead of a light (an env_lightglow preferably), and make it turn on and off.
If I could figure how color-rendermode works that would also be an alternative.

P.S. It is like nearly 6am here and I'll be off to bed after this post.

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

a tip for you: color rendermode, I found out, is only working if you set fx amount to 254, if its 0 the whole brush is invisible, at 255 the fx color isnt applied. dont ask my why....
good night and thanx very mush for your help!! it?s 10 pm here so i wont go to bed yet for a while^^
bb

edit: and not all colors work...seems like only pure ones like 0 0 255 (blue) and so on. what the hell...

That is strange. In the orange box I'm pretty sure that you can make any entity with the colorFX value to any colour you want. 255 being full...

Perhaps they cut this feature in the Portal engine or something is prohibiting it?

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

Ignore post, posted in error

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