Entity lighting problem!! Created 12 years ago2011-09-10 09:31:15 UTC by Stojke Stojke

Created 12 years ago2011-09-10 09:31:15 UTC by Stojke Stojke

Posted 12 years ago2011-09-10 09:31:15 UTC Post #298774
Hello guys i have a problem with entity lighting! I have a func_wall and it is always full bright, well kind off. How do i fix this?

Here are the pictures, pay attention to the stuff marked with orange:
User posted image
User posted image
No matter what i tried didnt work, either it went full bright or it went a bit dark like on the pictures.
Stojke StojkeUnreal
Posted 12 years ago2011-09-10 10:00:59 UTC Post #298775
Turn them back into world.
Posted 12 years ago2011-09-10 10:24:03 UTC Post #298776
Intersecting -> creating retarded sides -> more wpoly -> lag
Stojke StojkeUnreal
Posted 12 years ago2011-09-10 11:54:02 UTC Post #298778
HL is HL but today is not 1998. Turn them back into world.
Posted 12 years ago2011-09-10 11:59:39 UTC Post #298779
Make sure that:
  • Light Flags (Zhlt 2.2+) = Normal
  • Light Origin (Zhlt 2.2+) = <Nothing, no text>
  • Texture Light Style = Normal
  • Minimum light level = 0
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-09-10 17:10:14 UTC Post #298785
@ Dragos - if you;re doing something, do it right.
@ Atom - Thanks man! I will try this and reply.
Stojke StojkeUnreal
Posted 12 years ago2011-09-10 18:59:42 UTC Post #298789
Dude, I'm the biggest perfectionist in the fucking world. It's just that HL is old and buggy and sometimes you have to sacrifice performance for quality. However, the only way to fix this would be to manually alter the lighting of the badly lit faces.
Posted 12 years ago2011-09-11 00:35:19 UTC Post #298796
Nothing wrong with leaving those as world brushes IMO. The performance impact of that will be so negligible you will never notice. If you're that concerned try looking at it with gl_wireframe and see how they turned out.

People love turning every little brush into an entity, but in a lot of cases it's not necessary or even desirable, unless it's a tiny complex brush breaking up a very large one. Plus, it messes with your lighting and shadows.
Posted 12 years ago2011-09-11 06:18:40 UTC Post #298801
@ Dragos

Yeah I know dude, but I really want to practice more and improve skills, this could probably get in handy some times.

And most of the people playing CS on the servers I post my maps on have older computers. So I want to make it able that they play normally, because I used to play on an old pc and I know what horror it can be.

@ Srry

Well, as i said, i already know that, i mean with out it being func_wall i have like 300Wpoly in that area, max.

As for viewing cuts i use BSP viewer, much easier.

@ Atom

Didnt work :<
Gonna try some other things, if that fails too, im gonna make them all world, lol.
But i remember once fixing this, but i dont remember how.
Stojke StojkeUnreal
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