light_environment not casting light. Created 3 months ago2021-01-18 08:49:40 UTC by Overscore Overscore

Created 3 months ago2021-01-18 08:49:40 UTC by Overscore Overscore

Posted 3 months ago2021-01-18 08:49:40 UTC Post #345240
I recently ported over some skyboxes to Half Life and wanted to make a small scene to show them off. Doing this however, I suddenly realized that for some odd reason, none of my light_environments work. I've deleted it and created it, along with creating entire new maps from scratch, switched the skybox, and moved around the outer brushes, but nothing seems to make a difference. I know for a fact its facing the correct way, and regular light entities work perfectly fine. I discovered that it appears to cast light on the viewmodels in game, but nothing else.
User posted image
I'm using an extremely basic scene right now, literally just a tiny little room and a skybox. There aren't any leaks, and I removed the glass as an attempt to fix it, which it did not.
User posted image
I'm really getting tired of these weird issues I have with goldsource, and I'm hoping it's just a misunderstanding of some sort of setting, not an overall error. My compile log is here, so I don't make a wall of text.
Posted 3 months ago2021-01-18 09:57:30 UTC Post #345241
First, why are you using AAATRIGGER for the backfaces? You should use NULL instead.
Second, give us all your light_environment keyvalues (properties) so we can figure out what might be wrong. In that specific setup, the light_environment would need a yaw of 180 and a pitch of 0.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 months ago2021-01-18 16:24:35 UTC Post #345243
First, I never knew that. I didn't figure out how to get the null texture until a little while ago, and I just used the trigger cuz it worked.

Second, here's the settings.
User posted image
User posted image
ZHLT Fade is 1.0 and the ZHLT Fadeoff is Default. The pitch value is 0, same as it is in the axis.
Posted 3 months ago2021-01-18 17:10:11 UTC Post #345244
First, I never knew that. I didn't figure out how to get the null texture until a little while ago, and I just used the trigger cuz it worked.
Well, it seems it doesn't work after all. Haha. Replace the AAATRIGGER with NULL or something else. Just don't use AAATRIGGER for your unseen faces. Problem solved.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 months ago2021-01-18 17:49:11 UTC Post #345245
Oh yeah, two more things.
The sky brush, are all of its sides covered with the SKY texture?
Can you paste the whole compile log here too?

@Urby
The problem ain't solved yet LOL
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 months ago2021-01-18 17:49:50 UTC Post #345246
Hi, light_environments need at least one brush that is fully covered in the sky texture this will then act as the light source.
Posted 3 months ago2021-01-18 17:51:14 UTC Post #345247
Yeah, looking at that screenshot, it seems that only one face is covered with SKY, and the rest are covered with AAATRIGGER
User posted image
This is a major issue.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 months ago2021-01-18 19:31:11 UTC Post #345248
Texturing all of the sides with the sky texture seems to have fixed it. Thank you!
Posted 3 months ago2021-01-19 19:27:41 UTC Post #345256
Texturing all of the sides with the sky texture seems to have fixed it. Thank you!
This also seems to break env_rain in CS 1.6. Better always keep your sky brushes SKY 'ed on all sides.
Posted 1 month ago2021-02-25 21:38:09 UTC Post #345370
I'm so sorry for bumping the thread with this unrelated question: does it really matter changing 'unseen' textures with trigger/sky despite these faces not drawing outside the playable area? That is unless you make a walkable/accessible area where the face(s) would now draw but you'd like it not to be.
MOCOLONI MOCOLONIinfo_player_mocoloni
Posted 1 month ago2021-02-26 08:49:19 UTC Post #345371
No, don't use trigger/sky for backfaces. Use null instead.
But yeah, it doesn't matter in 90% of the cases. It does matter, however, inside the map editor, so you can easily see the rooms in your map, without having to hide the ceilings etc. In J.A.C.K., you can toggle NULL-textured faces.

BTW you should've created a new thread instead of bumping this one.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 month ago2021-02-26 13:29:12 UTC Post #345373
Admer456 said:BTW you should've created a new thread instead of bumping this one.
It's just that my question was semi-related to this post, and I found it dumb creating a new one this short.
MOCOLONI MOCOLONIinfo_player_mocoloni
Posted 1 month ago2021-02-26 13:38:57 UTC Post #345374
meticulously texturing exterior with null is useless, since those faces get discarded by the compiler anyway
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