Talk:Light spot: Difference between revisions
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TY[[User:Hovis|Hovis]] 10:37, 26 Dec 2007 (PST) | TY[[User:Hovis|Hovis]] 10:37, 26 Dec 2007 (PST) | ||
:[[env_tonemap_controller]] and/or [[point_spotlight]] --[[User:Mattshu|Mattshu]] 00:01, 14 January 2011 (UTC) | |||
==Couple problems with this article== | ==Couple problems with this article== | ||
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however i've been using a light spot with light styles for a while now, and i never named the entity. also, the warning about naming lights is under the episod two update about a hammerid, rather than under targetname where it should be. i'm going to go ahead and correct those. [[User:Vecima|vecima]] 20:29, 20 Jun 2008 (PDT) | however i've been using a light spot with light styles for a while now, and i never named the entity. also, the warning about naming lights is under the episod two update about a hammerid, rather than under targetname where it should be. i'm going to go ahead and correct those. [[User:Vecima|vecima]] 20:29, 20 Jun 2008 (PDT) | ||
:actually forget that, the page is made up of some funky code that i don't want to mess with for fear of breaking it. could someone who knows what they're doing update this? | |||
== light_spot illumination issue. == | |||
I'm having a problem with this entity in one room of my map - it works in the rest of the level. | |||
The props (and player model, including hands) are lit up properly by these lamps, but the geometry itself is not working. | |||
All I can think of is that the sunroof and windows to the skybox are breaking it. There is no leak, mind you. I just don't know why this is happening. | |||
:[http://i53.tinypic.com/723cm1.png Picture] | |||
:--[[User:Ichverbot|Ichverbot]] 20:57, 25 February 2011 (UTC) | |||
== light_glspot == | |||
light_glspot redirects here. Should it? If so, we need to explain the differences.--[[User:Henke37|Henke37]] 05:20, 2 August 2011 (PDT) | |||
: glspot would seem to be a legacy GoldSrc entity (GoldSrc having used OpenGL). --[[User:Artfunkel|Artfunkel]] 05:40, 2 August 2011 (PDT) | |||
:: The two entities are exactly the same in Source: | |||
<source lang="cpp"> | |||
LINK_ENTITY_TO_CLASS( light_spot, CLight ); | |||
LINK_ENTITY_TO_CLASS( light_glspot, CLight ); | |||
</source> | |||
:: (lights.cpp, line 232) --[[User:Barracuda|Barracuda]] 10:16, 2 August 2011 (PDT) | |||
:::However, [http://www.facepunch.com/threads/821142-My-map-won-t-load-in-console! VRAD says] "unsupported light entity: 'light_glspot'". --[[User:Artfunkel|Artfunkel]] 10:42, 2 August 2011 (PDT) | |||
::::Yes, that alias exists in the engine only, not in VRAD. But theoretically, you could rename a light_spot to light_glspot after compile and it would work as expected. --[[User:Barracuda|Barracuda]] 10:57, 2 August 2011 (PDT) |
Latest revision as of 10:57, 2 August 2011
Is there any rendering cost in having lots of static spotlights in one room? I'm wondering about the (nifty) directional lighting they do on models etc.... --Cargo Cult 06:24, 26 Sep 2005 (PDT)
- For static geometry, they cost the same as a regular light. (If named, they cost the same as a regular named light.) I don't know about dynamically-lit objects (eg, dynamic props, physics props, and NPCs), but going by my recollection of the math involved, I suspect that the cost would be of the same time complexity as for a regular light. —Maven (talk) 09:24, 26 Sep 2005 (PDT)
Making light_spot bloom?
Anybody know how to make a light_spot bloom (HDR) or have a link to a doc? I'm having no luck finding a doc myself. (Part of my map has a darkish sloped hallway, and I'd like to have the bright light at the top of the hall (the only lightsource) bloom for players who are looking at it/moving up the ramp.)
TYHovis 10:37, 26 Dec 2007 (PST)
- env_tonemap_controller and/or point_spotlight --Mattshu 00:01, 14 January 2011 (UTC)
Couple problems with this article
under style and pattern is the following note:
Note: Applies only to light entities with a targetname.
however i've been using a light spot with light styles for a while now, and i never named the entity. also, the warning about naming lights is under the episod two update about a hammerid, rather than under targetname where it should be. i'm going to go ahead and correct those. vecima 20:29, 20 Jun 2008 (PDT)
- actually forget that, the page is made up of some funky code that i don't want to mess with for fear of breaking it. could someone who knows what they're doing update this?
light_spot illumination issue.
I'm having a problem with this entity in one room of my map - it works in the rest of the level. The props (and player model, including hands) are lit up properly by these lamps, but the geometry itself is not working.
All I can think of is that the sunroof and windows to the skybox are breaking it. There is no leak, mind you. I just don't know why this is happening.
light_glspot
light_glspot redirects here. Should it? If so, we need to explain the differences.--Henke37 05:20, 2 August 2011 (PDT)
- glspot would seem to be a legacy GoldSrc entity (GoldSrc having used OpenGL). --Artfunkel 05:40, 2 August 2011 (PDT)
- The two entities are exactly the same in Source:
LINK_ENTITY_TO_CLASS( light_spot, CLight );
LINK_ENTITY_TO_CLASS( light_glspot, CLight );
- (lights.cpp, line 232) --Barracuda 10:16, 2 August 2011 (PDT)
- However, VRAD says "unsupported light entity: 'light_glspot'". --Artfunkel 10:42, 2 August 2011 (PDT)
- Yes, that alias exists in the engine only, not in VRAD. But theoretically, you could rename a light_spot to light_glspot after compile and it would work as expected. --Barracuda 10:57, 2 August 2011 (PDT)
- However, VRAD says "unsupported light entity: 'light_glspot'". --Artfunkel 10:42, 2 August 2011 (PDT)
- (lights.cpp, line 232) --Barracuda 10:16, 2 August 2011 (PDT)