Why is it green? (lighting problem) Created 6 years ago2017-08-26 20:28:36 UTC by MistaX88 MistaX88

Created 6 years ago2017-08-26 20:28:36 UTC by MistaX88 MistaX88

Posted 6 years ago2017-08-26 20:29:03 UTC Post #337075
I'm using Sledge with VHLT. I haven't had this problem before but then again this is only my second map with sledge and I think the only point light entity I used on my last map I left the colors untouched and only adjusted the brightness values a tiny bit.
User posted image
User posted image
As you can see, the light it set to be a very dark orange, yet the light in game is green. Definitely not the color I want to make it look like light coming from that fire.
Posted 6 years ago2017-08-26 20:44:52 UTC Post #337076
Ceiling is green lol :) But how it can be?
Wait... is it about the texture?
Posted 6 years ago2017-08-26 20:53:34 UTC Post #337077
that is unfortunately how colours and lighting works; you'll just have to choose a less blue ceiling texture. The bounced lighting from the ceiling will have an overall brightening effect, hence why your scene is not very dark orange
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-08-26 21:34:33 UTC Post #337082
That ceiling is more of a gray texture. I guess it just has more of an average green or blue than it appears? The texture is lab1_c4003 in vanilla Half-Life; the same texture that Urby is using for the TWHL Pockets airlock (that ceiling is actually the bottom of the airlock, I made it look like it popped in inside a hallway and took out the floor/lower hallway ceiling with it).

I know that the average color of a texture effects the lighting in VHLT and it's made some of my CS maps look much better. I just didn't consider the texture in question to make it that pronounced seeing as it's a pretty gray looking texture. Perhaps I can just make the light much more red and it will look more orange when the walls add into it.
Posted 6 years ago2017-08-27 07:36:17 UTC Post #337088
Saturated colors like strong oranges are unfortunately often clipped due to how the light engine works. I believe VHLT will scale down lighting by default to preserve colors, but I guess that isn't always possible.
You could try lower the brightness of the light (the fourth value in the brightness key) to prevent overbrightening and, by extension, wrong colors.
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-08-27 10:09:03 UTC Post #337094
You know what else it might be?
Your brightness and gamma settings in Half-Life's video options. :P

If that isn't it:
Lastly, try to play around with some RAD parameters.
-texreflectscale
A smaller -bounce value like 4 (default is 8, and 9 on -extra).
-gamma
-texreflectgamma

Or, you can use -notextures and see what happens (though, I advise against that :P).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-27 12:33:18 UTC Post #337100
Is the light mixing with the minor amount of blue in the texture? Might have a bit too much light.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-27 13:21:01 UTC Post #337101
I made the light more red and lowered the brightness a bit and it looks a bit better. I think the issue is that the gray texture really does just have more blue or something in it than I think it does. I might be able to tweak the brightness a bit more to fine tune it, but at least right now it doesn't look like the fire is emitting straight up green light.
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