Let their be invisble light! Created 20 years ago2004-01-02 15:08:41 UTC by Outlaw Outlaw

Created 20 years ago2004-01-02 15:08:41 UTC by Outlaw Outlaw

Posted 20 years ago2004-01-02 15:08:41 UTC Post #10193
Yes I know strange title, but it does my problem justice. Also since this is my first post I would like to say hello to the community. HI. Now I have mapped out two rooms, very basic with a equally basic func_train evaluator that connects the two. The only semi very minute detail in either of the rooms is the flooring on the first level.

I tied the basic brush to the enity func_wall and set its render mode to soild, 250 ect, works fine (though not sure if this is the problem ). The texture is "{GRATESET3". I placed this brush/enity almost at the bottom but not all the way so i could place lights down, giving it a nice look ( I thought ).

With every other map I have compiled and run I have never had any light "issues". ( not allot only been mapping for about 3 days :] ) Now when I compile and run this one my room is completely self lit, not even a shadow. Being the little black messa scientist, I deleted the few lights I had (which note were only set to about 20 brightness, small rooms ). So after completely wiping my room clean of any light source I ran it agin. Same problem, was hopping for that pitch black look, did't happen..

Could some of you more seasoned vets help me out?! :nuts:
Posted 20 years ago2004-01-02 15:16:35 UTC Post #10195
Alright I deleted the floor all together and am still haveing the same issue! :nuts:
Posted 20 years ago2004-01-02 15:19:41 UTC Post #10196
its a leak. leaks occur when theres a hole in the map or an entity in the void (black space). just seal it all up and dont make func walls touch the void. also do u hav zoners half life tools? get them from the links page.
Posted 20 years ago2004-01-02 15:26:07 UTC Post #10197
also if you run it with no lights in at all, it will light the level exactly the same everywhere automatically.

But only if you are using ZHLT 253 v1.7 compiling tools, earlier versions didn't fullbright the map (Ed:Andy)
Posted 20 years ago2004-01-02 15:26:35 UTC Post #10198
No, 'cos the void has a hall of mirrors effect. At least it does in openGL.

Console down and type "gl_clear 2" Vassy, HOM goes away and you get a nice shade of red (Ed: Andy)
Posted 20 years ago2004-01-02 15:34:13 UTC Post #10202
:P Thanks everyone, my func_wall must have been incontact with the void, or my floor was not sealed. Just deleted the whole floor all together and started over. Back to that dark eerie feel! Thanks everyone!
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