Problems with light_spot in half life Created 1 year ago2023-06-12 19:24:17 UTC by oofnack oofnack

Created 1 year ago2023-06-12 19:24:17 UTC by oofnack oofnack

Posted 1 year ago2023-06-12 19:24:17 UTC Post #347608
Basically, I have been using the leaked vfm of the map c1a3 for lights, and I've run into a problem. I used the spotlights in about the same manner as the maps do but when I run the game, they are too dark accept in the areas they are meant to be. is there any way to find out what the light should be.
Posted 1 year ago2023-06-12 20:56:56 UTC Post #347609
Try with normal light entities, or try changing the brightness to a higher value.
Posted 1 year ago2023-06-13 03:17:49 UTC Post #347611
thank you, tbh i tried it the ladder first and it still looked weird. but i changed it to other light entities and it worked. but i kind of still wanna use the spotlight entities because that's what the vmf's used, but idk if mi missing something or not.
Posted 1 year ago2023-06-13 05:51:13 UTC Post #347612
The compilers used for Half-Life 1 had a bug that doubled the intensity of direct lighting and might be the cause of the discrepancy you're seeing. You could try out using the -dlight # option on the RAD compiler. I don't remember if 1 corresponded to that original qrad lighting, or if you need to use 2. Just try out both and see which helps you replicate the lighting best
Posted 1 year ago2023-06-13 21:13:02 UTC Post #347618
sadly, it didn't work. my main problem was the fact that it would only light the spot that it was meant to light and not everything other things.
Posted 1 year ago2023-06-14 07:44:34 UTC Post #347621
It's probably because you are using vluzacn's compilers (VHLT), they produce very different lighting compared to the original tools. The only way a light_spot can light up surroundings is by reflected light. VHLT takes into account the color of the texture, if your light_spot is shining on a dark texture, it's going to reflect very little light. You can probably mitigate this by just increasing the light_spot brightness value to something very big.
Posted 1 year ago2023-06-14 12:19:15 UTC Post #347623
If the keyvalues of the light_spot are the same as in the leaked map you many want to experiment with the _fade and _falloff ZHLT keyvalues. The best likeness would be using the same qrad compiler that Valve originally used.
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