How to prevent sprite entity fron lighting up NPCs around? Created 3 years ago2020-04-28 17:18:53 UTC by MrMystery MrMystery

Created 3 years ago2020-04-28 17:18:53 UTC by MrMystery MrMystery

Posted 3 years ago2020-04-28 17:18:53 UTC Post #344152
I was using VHLT 34 and haven't completely tested this feature yet, but, when I place a single env_sprite in the map and compile it, all the other entities (npcs) will appear as they were receiving light from somewhere: they actually appear with their original bright level from their textures, even though the map around is totally dark. Is there a compile command to prevent this behavior?
MrMystery MrMysteryBanned
Posted 3 years ago2020-04-29 10:31:08 UTC Post #344156
Do you have sky in your map? If so, have you got a light_environment or an info_sunlight? Is the map sealed? Are there any texture lights or simple point lights anywhere in the map? Is the surface that NPCs stand on a brush entity, a detail brush or a world brush? If it's the first, then is there anything underneath it?

If anything, there's no reason for env_sprite to behave lile that. Are you sure you've placed an env_sprite and not something else, just in case?
Try placing another entity instead of env_sprite and see how it affects the NPCs. Also please answer those questions so that it's clear what really is going on.
Posted 3 years ago2020-04-29 19:47:53 UTC Post #344157
@Windawz I'm sorry, but I can't run the game right now, I don't even have Steam or the game itself installed on this computer.

If you have some time, try it yourself. Open a new map, make a hollowed box composed of only SKY texture, put the player start, an env_sprite somewhere inside, and compile it with VHLT v34.

What was the result in-game? Do you see the weapons' view model all black or they appear originally as you were viewing the model on any model viewer program? If it's showing brightened, then all other mdl-based entities around will do too.
MrMystery MrMysteryBanned
Posted 3 years ago2020-05-02 08:31:13 UTC Post #344160
@MrMystery

It's funny but VHLT v34 RAD doesn't like when the whole map is just a box of SKY textures. For me RAD was crashing every time I tried to compile it until I added a normal, non-sky brush. So a hollow box composed solely of SKY brushes shouldn't probably even compile in the first place! When I loaded the map (the version with an extra brush), there was no light coming from the env_sprite whatsoever.

Try placing a normal brush in your SKY room, seems like there must be at least one proper brush somewhere in the map for RAD to work.
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