Lights lights everywhere its gunna get.. dark :(


(Matt-J) #1

ok i was wondering how ot see my lights in game, so i searched the good ol’ forums :smiley: and i foudn a psot where the perso nahd saem problem BUT he got his solved… he jsut had a map leak i dont and i still dont see hte lights! so here are 2 screens , and i missign any details in teh entities menu or did i do wrong compile? i did the very first compiel tht has (test) in brackets.

in editor

in game

hope ucan help i didnt find anything liek this in the forums, jsut different ligth problems…


(EB) #2

the light isn’t very strong at 50…for those street lights you may want 150 or higher.

create the lights, save the .map, compile the bsp -meta, then you can compile the -light -faster. Then that will make the lights show…


(Matt-J) #3

opk i did as u say and i am here

the complie also created sum .tga files, about 10, so i unn owhere to put those and second of all the light are glowing ,tehy are jsut a dot of light? and i did change hte light values to 150 for the ones i nteh example(which u can see in the screen i jsut took, its the set of 3 on the left) anyone know if ithas to do wit hteh tga files i nwrong place…


(EB) #4

OK…try raising the light values now…

As for the .tga’s…those are “lm.#'s” -------some people say YES…some people say NO

I say “It can’t hurt so why not”.

When you create the .pk3 the directory for the lm.#'s should be maps/mapname/lm.#'s
Until you create the pk3, just leave them where they are so the game can update them as changes are made.


(Matt-J) #5

ok i increased the light values… still no lights i also added targets to the floor and still no lights( i coppied wut i saw in the byzantine source from sum1 on this site) Those little yellow dots arent the lights themselves, thsoe are part of the model prefabs i loaded in, it came with lightvcalues but as u can see htey are not workin… maybe i did the wrong compile, i did the “-light -faster” compile after the original one… i dunno y they dont show… its the same as i nteh otehr map source… mayeb i wil ljsut crop a light out to make sure i am doing the right compile… btw it takes 15mins to compile.!


(carnage) #6

got a bigger problem with this map

look in the bottom left corner
you see the arch is made up of loads of brushes and not bevels or endcaps

that will hit problems with max vertexes and will also increase the compile time dramaticaly

and i think this is the map that was having problems with vis portals? well having arches like that is asking for trouble


(Loffy) #7

Hi!
Sometimes I place light entities in lamps (like the model “latern”) but it doesnt show. No light, in the compiled map. Then I just move the light entity a little bit - and WOA light!
I guess the entity was too much inside?
Mapping is a lot of trial and error. (And swearing.)
Hasta la vista!
// L


(thegnat) #8

Nothing wrong with those arches, as long as they are made detail. They only cause bsp splits, when they are structural.

The only disadvantage of making arches like this, is that players can’t lower the drawn tris with r_subdivisions in comparison to patch-arches. The advantage is, that there won’t be gaps between the arch and the cap caused by an engine glitch or too high r_subdivisions values.

For the lights, try to move the light-entity slightly/completely out of other entities as the latern model.


(carnage) #9

i diasgree, the number ov vertexs genarated by that arch are well over a hundred with patches its about 10, also patches change the number of polygons drawings them depeding on distance to improve fps where as here the number of brushes being drawn is well over what it would be

arches like that just arnt worth the convinece, slap a end cap patch on


(Matt-J) #10

ok i dunn how to "slap an endcap on but i will try to foll aroudn with sum of the options there, and i dunno if its THAT bg of a problem there are about 5 of thsoe arches in the whole map… 2 oft hem are kidna big tunnel opnes the otehrs are door frame ones… so barely any… but if it will help i will try it, aswell as movign hte light out of the entity.

EDIT: ok i tryed doin an endcap but… wut do i do… i knw how to create 1 but do i just lay it o nteh edges of the arch? or should i deltete hte arch and amke it out of the endcap…?


(Matt-J) #11

wow it worked … i moved the lgiht up out of the entity and voila… light… thansk alot guys… man i am gunna have alot of ppl to thank when i psot the first palyable lol


(thegnat) #12

Good to hear, that it worked.
Before you ask about coronas, they also have to be outside of solid entities/brushes (so don’t place them inside a clip-brush that surrounds a non-solid model).

Therefor they are a bit outside of the laterns in goldrush - doesn’t look that realistic, but there is no way around except having the models non-solid…


(Matt-J) #13

i no, i had a map leak becasue i didnt realize a light was in a brush


(Matt-J) #14

ok here it is the version with lights(i gotta od a little tinkering) but here it is


(EB) #15

look up ambient lighting…this will be useful for you.


(thegnat) #16

Screw ambient light! Better use minlight.


(Matt-J) #17

lol who to listen to… i looked up both, for about 2 horus… and i dont really see what they can help wit hon my map? its a nigth time map… so i relly dont want ot change the intensity of the sun or color of the light… if u had another purpose then tell me, but other than that i see now use for them… but i am also a noob if u must say, so u probably knwo mroe about them then me

edit : also would i input hte minilight keys in the worldspawn or in a light… casue i dont see any of thsoe options in eitehr of the entity menus… and what would be a normal settign for it… or a night time map i should say…


(thegnat) #18

In worldspawn add:

key          value
_minlight    5

for example.

Short and dirty explanation, why I prefer _minlight:

Ambient light will always add its value to the existant light/dark areas, so all lights, you placed are brighter.
Minlight lights up all areas that don’t have its value, the lights with a value > _minlight keep their illumination as set up.

EDIT: goldrush has _minlight of 15 and its also a night-map.


(Matt-J) #19

ok, i read quite a few psots about this but it wasnt a clear as ur short and dirty explanation lol, and it was alot quicker to read… i do have soem problems wiht dark corners and such by building swhich woudl take alot of time to light manually, so i will try this… thanks