Forum posts

Posted 20 years ago2004-01-12 05:55:01 UTC
in multisource problem Post #11755
but then the light goes on when the masterswitch is flipped, since the multisource targets the relay, which targets the light.
But this is not what i want to happen, the normal lightswitches should only work when the masterswitch is activated, and stop working when it is deactivated.

BUT i finally figured it out: i let the masterswitch target a trigger_relay (trigger state=toggle), and the trigger targets the multisource. When the button is activated, the source is on, when the button is deactivated, the source is off.

thanks anyhow people
Posted 20 years ago2004-01-11 18:00:21 UTC
in multisource problem Post #11686
but i cant give the light a master, or atleast not without clicking smartedit.
Posted 20 years ago2004-01-11 14:53:53 UTC
in multisource problem Post #11636
I have a switch(masterswitch) that triggers a multisource, which is a master to an other switch(lightswitch).
If i dont activate the masterswitch, the lightswitch wont work, which is a good thing. However, when i de-activate the masterswitch, the multisource isn't deactivated and the light switch still works. If i activate the masterswitch again, the multisource turns off.
Conclusion: The switch toggles the multisource, but doesn't toggle it when the switch itself is deactivated.

Anyone know how to get the multisource to activate and deactivate it according to the active/deactive state of the switch?
Posted 20 years ago2004-01-11 14:23:26 UTC
in VIS question Post #11634
yeh, i figured it out... stupid typos
Posted 20 years ago2004-01-11 11:09:30 UTC
in VIS question Post #11615
it still goes 'bounce 1 gatherlight' even if i enter -bounce 0 in the parameters
Posted 20 years ago2004-01-11 07:08:41 UTC
in VIS question Post #11595
'VIS calculates which polygons are visible from every point in the map, so that only polygons visible to the player are drawn at each point.'

So why does RAD take longer when you run VIS first?
Posted 20 years ago2004-01-07 14:07:02 UTC
in Too Many Lights Post #11098
btw, if you have any windows in your map, but you might want to make some of them opaque
Posted 20 years ago2004-01-07 14:00:56 UTC
in Too Many Lights Post #11096
lol, the whole problem with the 'too many direct light styles'-error is the (?.?.?) part!
Posted 20 years ago2004-01-05 07:08:32 UTC
in Dark side of a door Post #10724
but what about the light origin field? anyone know what thats for?
Posted 20 years ago2004-01-04 17:26:23 UTC
in Dark side of a door Post #10594
In my map i have some sort of cabinet with a door (rotating) in a room with light. The 'outside' of the cabinet is normal, but the 'inside' (= part of the door-brush that faces into the cabinet) is black, even when i open the cabinet door, which opens outwards, so light should fall upon the 'dark side'.
Anyone know a solution to this?

PS: I hope my description of my cabinet makes sense :confused:
Posted 20 years ago2004-01-04 14:12:17 UTC
in Button Post #10529
ok thanks
Posted 20 years ago2004-01-04 13:47:14 UTC
in Button Post #10525
How do i make a button that triggers something only while you hold it. Example: a func_door that is only open while you press and hold a certain button?
Posted 20 years ago2004-01-03 17:09:35 UTC
in What is a face Post #10378
I used to get this error when compiling, and it said something about too much direct light styles on a face. The problem is solved now, but i was just wondering what this face exactly is.
Posted 20 years ago2003-12-28 10:19:57 UTC
in too many direct light styles Post #9582
as he said, he's too lazy...

and tnx
Posted 20 years ago2003-12-28 06:14:44 UTC
in too many direct light styles Post #9549
uhm, identical setting means identical inner and outer angle aswell?
i suppose its 'yes' but im just asking for confirmation.
Posted 20 years ago2003-12-19 07:17:11 UTC
in too many direct light styles Post #8350
hell, i bookmarked it as soon as i found this site :P
Posted 20 years ago2003-12-18 10:58:45 UTC
in too many direct light styles Post #8217
YES!!! i removed the light textures and now it doesn't give me the error anymore!!

thank you all for helping me :)
Posted 20 years ago2003-12-18 09:53:33 UTC
in Spirit Setup Guide Post #8216
uhhh.... whats Spirit?
Posted 20 years ago2003-12-18 09:52:41 UTC
in too many direct light styles Post #8215
light textures are textures that begin with ~ right?
Posted 20 years ago2003-12-17 15:11:26 UTC
in too many direct light styles Post #8103
if i run HLVIS first, i get the (?,?,?).
And i'll try naming some some lights the same, most of em have to be turned off and on at the same time anyway.

and thanks for the welcome :D
Posted 20 years ago2003-12-17 12:38:33 UTC
in too many direct light styles Post #8075
i get the message "Warning: Too many direct light styles on a face(-2920.500000,355.854797,19.500000)
Warning: Too many direct light styles on a face(-2920.500000,339.854797,19.500000)
Warning: Too many direct light styles on a face(-2904.500000,339.854797,19.500000)" many times when HLRAD is running. The coordinates are all part of my floors. I thought it basically meant i had too much light_spot entities shining on one surface, and that it could be resolved removing some lights, but i even if i leave only two light_spots in a room (and an "Is Sky" light spot outside), it still gives these errors.