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Problems With Lighting

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RustyDios wrote:
This shouldn't be too hard to do yourself.... open the stock instances .vmf in hammer, SAVE AS "my_instance_name_here", goto Map > Entity Report in the menu bar, scroll down until you see light ( or light_spot), select properties, remove any name from the targetname parameter, Save. Use your own instances in the same way you would use Valves.

You might even want to remove a light (or two) and recolour the remaining one with a white/greyish/neutral light.

Ohh, thanks. I've never made my own instance before. But it all feels so simple now :)

Never use Logic to solve a puzzle, he's an idiot...
Logic wrote:
Ohh, thanks. I've never made my own instance before. But it all feels so simple now :)

WooHoo ! Glad to be of assistance to at least one person :)

I have to retract about what I said before in this thread. I've been doing some tests in some of my maps, and this message is only displayed when there are named lights in the area mentioned during compile.

Ofc, I've removed all names in the lights/spot_lights into each dropper instance of all kind (saving them all under a different name)... I've only kept the named lights of the laser emitters that swtich on when the laser is turned on and such.

I have done so because indeed some "artifacts" were appearing: the shadow of each box (regular cube / reflector cube / sphere) was shown in different floors in my map, no matter if I wans't even in the same floor where the box were to be dropped... also in below floors of the map...

No strange shadow effect were shown since I removed those light entities into the dropper instances.

Just to say.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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