Talk:Light: Difference between revisions
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<strike>I understand that Hammer already has a drop-down box for all values available for light entities, however while exploring the map d2_coast_12, Valve created light entities (for the flare scene in the bunker of the coast)with Appearance values like '34', '35' and '36' (etc). What's up with this?--[[User:Mattshu|Mattshu]] 16:48, 15 January 2011 (UTC)</strike> | <strike>I understand that Hammer already has a drop-down box for all values available for light entities, however while exploring the map d2_coast_12, Valve created light entities (for the flare scene in the bunker of the coast)with Appearance values like '34', '35' and '36' (etc). What's up with this?--[[User:Mattshu|Mattshu]] 16:48, 15 January 2011 (UTC)</strike> | ||
:The above was realized after I decompiled a HL2 map using [[vmex]]. The same map was released with Source SDK (sdk_d2_coast_12), and when I checked the Appearance values in the SDK map, they were blank. Obviously a decompile mismatch due to vmex. --[[User:Mattshu|Mattshu]] 00:53, 11 February 2011 (UTC) | :The above was realized after I decompiled a HL2 map using [[vmex]]. The same map was released with Source SDK (sdk_d2_coast_12), and when I checked the Appearance values in the SDK map, they were blank. Obviously a decompile mismatch due to vmex. --[[User:Mattshu|Mattshu]] 00:53, 11 February 2011 (UTC) | ||
::The source code of vbsp says: "any light that is controlled (has a targetname) must have a unique style number generated for it". It automatically numbers light styles serially starting from 32 and writes them into the BSP, so it's actually not a decompiling error. But I could "fix" that with the next BSPSource release nevertheless :) --[[User:Barracuda|Barracuda]] 14:55, 11 February 2011 (UTC) |
Revision as of 07:55, 11 February 2011
wow, i did try to make my entity definition as perfect as possible, yet people need to edit it. the added "style" table is self explanitorry and appears as a drop-down box in hammer editor.
Is it just me does the Custom option not work in Source? I've tried with many different lights and many different patterns and it just doesn't seem to want to work.
Yeah, ive tried that thing too and dont work for me neither --InvaderZim
Is the custom option the one where you use alphabetical letters to create a flicker, fade in, etc. pattern? I could help you with that. --Fiercefighter 17:27, 9 Nov 2005 (PST)
Just so you guys know, i wrote this article a long time ago and now it's all screwed up! I had valuable information in there that is now gone, im very upset. See the 1st version of this article and then look at the ***** that for some reason kept editing it and editing it and editing it (aside from adding stuff, cause thats a good thing but not removing stuff)
- Uhh, I don't see a difference between the two versions (beyond cosmetic), assuming a difference even exists. Also: This is a wiki. If you're not prepared to have other people edit your writing, then you probably shouldn't contribute. --Campaignjunkie (talk) 12:39, 23 Mar 2006 (PST)
- ^^ Ditto. The article is not screwed up, it's just went through some layout changes to make it consistent with other entity descriptions. Most of your work is still there. Jupix 13:16, 23 Mar 2006 (PST)
I assume setting "_fifty_percent_distance" and "_zero_percent_distance" produces a function ( luminosity(distance) ) with a horizontal asymptote (...Distance at which brightness should fall off to negligible (1/256)%...) of some sort. Is this exponential or inverse, or a mix, or something else? --4LT 19:22, 20 Aug 2008 (PDT)
Does anyone know, if it's possible to increase the max. amount of named lights? --User:killer89 19:48, 20 Aug 2010 (PDT)
Appearance values
I understand that Hammer already has a drop-down box for all values available for light entities, however while exploring the map d2_coast_12, Valve created light entities (for the flare scene in the bunker of the coast)with Appearance values like '34', '35' and '36' (etc). What's up with this?--Mattshu 16:48, 15 January 2011 (UTC)
- The above was realized after I decompiled a HL2 map using vmex. The same map was released with Source SDK (sdk_d2_coast_12), and when I checked the Appearance values in the SDK map, they were blank. Obviously a decompile mismatch due to vmex. --Mattshu 00:53, 11 February 2011 (UTC)
- The source code of vbsp says: "any light that is controlled (has a targetname) must have a unique style number generated for it". It automatically numbers light styles serially starting from 32 and writes them into the BSP, so it's actually not a decompiling error. But I could "fix" that with the next BSPSource release nevertheless :) --Barracuda 14:55, 11 February 2011 (UTC)